Test your basic knowledge |

Design Principles

Subject : engineering
Instructions:
  • Answer 50 questions in 15 minutes.
  • If you are not ready to take this test, you can study here.
  • Match each statement with the correct term.
  • Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.

This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.






2. Successful products typically follow four stages of creation: requirements - design - development - and testing.






3. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.






4. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.






5. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.






6. The quality of system output is dependent on the quality of system input.






7. A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.






8. The tendency for people to perform better or worse based on the expectations of another.






9. Tendency to form an overall positive impression of a person on the basis of one positive characteristic






10. A relationship between variables in a system where the consequences of an event are fed back in order to modify the event in the future.






11. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.






12. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.






13. A property in which a form is made up of parts similar to the whole or to one another.






14. A process of repeating a set of operation until a specific result is achieved.






15. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.






16. Elements that are similar are perceived to be more related than elements that are dissimilar.






17. An action or ommission of action yielding an unintended result.






18. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.






19. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)






20. A tendency to see objects and patterns as 3D when certain visual cues are present.






21. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.






22. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).






23. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.






24. The use of pictorial images to improve the recognition and recall of signs and controls.






25. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.






26. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)






27. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.






28. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.






29. A method of limiting the actions that can be performed on a system.






30. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.






31. An original model on which something is patterned






32. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.






33. Pictures are remembered better than words.






34. The debgree to which prose can be understood - based on the complexity of words and sentences.






35. 1) Functionality 2) Reliability 3) Usability 4) Proficiency 5) Creativity. In order for design to be successful - it must meet ppl's basic need before it can attempt to satisfy higher- level needs.






36. The designs that help people perform optimally are often not the same as the designs that people find most desirable.






37. A ratio within the elements of a form - such as height to width - approximating 0.618.






38. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.






39. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.






40. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.






41. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.






42. A Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit






43. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)






44. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.






45. The process of using spatial and environmental information to navigate to a destination.






46. A process in which similar characteristics evolve independently in multiple systems.






47. The time required to move to a target is a function of the target size and distance to the target.

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48. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.






49. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)






50. The time it takes to make a decision increases as the number of alternatives increases.

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