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






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






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






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






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






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






7. 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.






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






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






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






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






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






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






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






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






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






17. 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


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






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






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






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






22. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.






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






24. 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.






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






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






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






28. 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.






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






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






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






32. 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


33. 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.






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






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






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






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






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






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






40. 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.






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






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






43. 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


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






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






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






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






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






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