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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. An activity will be pursued only if its benefits are equal to or greater than the costs. (ie. How much reading is too much to get the point of a message?)






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






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






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






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






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






7. A tendency to see objects and patterns as 3D when certain visual cues are present.






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






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






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






11. An original model on which something is patterned






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






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






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






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






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






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






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






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






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






21. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






37. 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






38. 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.






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






40. 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.






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






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






43. 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.






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

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






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






47. 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)






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






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

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







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