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. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.






2. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.






3. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).






4. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.






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






6. A property of visual equivalence among elements in a form.






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






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






9. An activity will be pursued only if its benefits are equal to or greater than the costs. (ie. How much reading is too much to get the point of a message?)






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






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

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


12. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).






13. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.






14. 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.






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






16. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.






17. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.






18. Patients experience treatment effects based on their belief that a treatment will work.






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






20. A sequence of numbers in which each number is the sum of the preceding two.






21. 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.






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






23. The use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements.






24. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.






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






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






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






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

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


29. As the flexiblity of a system increases - its usability decreases.






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






31. 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.






32. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.






33. There are five ways to organize information: Category - time - location - alphabet - and continuum.






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






35. The relative ease with which a destination - idea - or concept may be reached.






36. A technique used to asociate a stimulus with an unconscious physical or emotional response.






37. 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






38. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.






39. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)






40. Memory for recognizing things is better than memory for recalling things.






41. Elements that are close together are percieved to be more related than elements that are farther apart.






42. The usability of a system is improved when similar parts are expressed in similar ways.






43. The tendency for people to behave differently when they know they are being studied






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






45. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)






46. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.






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






48. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


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






50. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.






Can you answer 50 questions in 15 minutes?



Let me suggest you:



Major Subjects



Tests & Exams


AP
CLEP
DSST
GRE
SAT
GMAT

Most popular tests