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






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






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






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






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






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






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






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






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






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






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






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






14. 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.






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






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






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






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






19. A sequence of numbers in which each number is the sum of the preceding two.






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






21. 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.






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






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






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






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






26. 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.






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






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

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29. Pictures are remembered better than words.






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






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






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






33. 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)






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






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






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






37. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.






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






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






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






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






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






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






44. 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?)






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






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






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






48. An original model on which something is patterned






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






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