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






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






3. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






8. 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.






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






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

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12. 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.






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






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






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






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






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






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






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






20. There are five ways to organize information: Category - time - location - alphabet - and continuum.






21. 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.






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






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






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






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






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






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

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






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






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






31. 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.






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






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






34. 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.






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






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






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






38. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)






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






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






41. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.






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






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






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






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

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






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






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






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






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