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 illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.






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






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






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

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






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






7. 80% of the effects generated by any large system are caused by 20% of the variables.






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






9. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.






10. 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.






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






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






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






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






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






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






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






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

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






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






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






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






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






24. 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.






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






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






27. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.






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






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






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






31. A property of visual equivalence among elements in a form.






32. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.






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






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






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






36. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.






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






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

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






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






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






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






43. 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.






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






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






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






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






48. 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.






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






50. Pictures are remembered better than words.