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






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






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






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






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






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






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






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






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

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


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






12. The designs that help people perform optimally are often not the same as the designs that people find most desirable.






13. 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.






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






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

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


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






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






18. 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.






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






20. 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)






21. Pictures are remembered better than words.






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






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






24. 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.






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






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






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






28. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.






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






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






31. An original model on which something is patterned






32. 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


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






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






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






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






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






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






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






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






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






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






43. 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.)






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






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






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






47. 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.






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






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






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