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. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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

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






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






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






12. 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.






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






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






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






16. 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






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






18. A relationship between controls and their movements or effects. When th effect corresponds to the expectation - the mapping is considered to be good or natural.






19. 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.






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






21. 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.






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






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






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






25. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.






26. 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.






27. 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.






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






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






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

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






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






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






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

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






36. 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)






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






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






39. 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.






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






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






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






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






44. An original model on which something is patterned






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






46. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)






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






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






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

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