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 property of visual equivalence among elements in a form.






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






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






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






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






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






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






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






9. 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.






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






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






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






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






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






15. 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)






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






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






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






19. 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.






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






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






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






23. 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






24. An original model on which something is patterned






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






26. 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


27. 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?)






28. 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.






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






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






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






32. A process of repeating a set of operation until a specific result is achieved.






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






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






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






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






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






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






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






40. 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.)






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






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






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






44. 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


45. 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.






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






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






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






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






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