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






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






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






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






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






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






7. 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)






8. 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.






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






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






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






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






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






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






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






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






18. 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.






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






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






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






23. 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.






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






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






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






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






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






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






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






32. 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


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






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






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






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






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






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






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






40. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.






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






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






43. 80% of the effects generated by any large system are caused by 20% of the variables.






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






45. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.






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






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






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






49. 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.






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