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






3. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)






4. 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?)






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






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






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






8. Pictures are remembered better than words.






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






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






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






12. 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.






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






14. 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.)






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






16. 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.






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






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






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






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






21. Hierarchical organization is the simplest structure for visualizing and understanding complexity.






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






23. 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


24. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.






25. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.






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






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






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






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






30. 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.






31. A technique for bringing attention to an area of text or image.






32. The usability of a system is improved when its status and methods of use are clearly visible.






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






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






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






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






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






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






39. 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.






40. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.






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






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






43. An original model on which something is patterned






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






45. Given a choice between functionally equivalent designs - the simplest design should be selected.

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


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






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






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






49. 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.






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