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 of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.






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






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






4. A property in which a form is made up of parts similar to the whole or to one another.






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






6. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.






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






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






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






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






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






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. 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.)






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






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






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






17. 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.






18. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).






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






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






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






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

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






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






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






26. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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

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






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






36. 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






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






38. 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.






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






40. An original model on which something is patterned






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






42. 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.






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






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






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

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46. Pictures are remembered better than words.






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






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






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






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