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






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






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

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






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






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






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






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






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






10. 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






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






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






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






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






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






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






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






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






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






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






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






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






23. 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.






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






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






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






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






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






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






30. 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.






31. Pictures are remembered better than words.






32. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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

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






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






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






39. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.






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






41. 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.






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






43. 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.






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






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






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






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






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






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






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







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