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






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






3. An original model on which something is patterned






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






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

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






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






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






9. Pictures are remembered better than words.






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






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






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






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






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






15. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.






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






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

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






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






20. 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.






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






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






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






24. 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.






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






26. 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.






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






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






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






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






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






32. 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.






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






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






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






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






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






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






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

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






43. 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






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






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






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






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






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






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






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