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






2. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.






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






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






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






6. 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.






7. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.






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






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






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






11. 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


12. 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


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






14. A Gestalt law of organization; elements arrange in a straight line or a smooth curve are perceived as a group - and are interpreted as being more related than elements not on the line or curve.






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






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






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






18. An attribute of an object that allows people to intuitively know how to use it






19. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.






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






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






22. 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.






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






24. 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


25. People tend to prefer savanna- like environments to other types of environments. Open areas - scattered trees - water - and uniform grassiness rather than other natural environments such as desert - jungle - and complex mtns.






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






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






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






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






31. A technique for preventing unintended actions by requiring verification of the actions before they are performed.






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






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






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






35. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.






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






37. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.






38. Teachers treat students differently based on their expectations of how students will perform.






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






40. 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?)






41. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.






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






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






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






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






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






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






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






49. 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.






50. People understand and interact with systems and environments based on mental representations developed from experience.