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






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






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






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






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






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






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






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






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






10. 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.






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






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






13. 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)






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






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






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






17. A technique that influences decision making and judgement by manipulating the way information is presented.






18. 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.






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






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

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21. 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.






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






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






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






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






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






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






28. 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.






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

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






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






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






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






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






36. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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






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






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






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






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

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






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






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