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 see objects and patterns as 3D when certain visual cues are present.






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






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






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






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

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6. An original model on which something is patterned






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






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






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






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






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






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






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






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






15. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.






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






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






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






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






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






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

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






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






24. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.






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






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






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






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






29. A Gestalt law of organization; elements arrange in a straight line or a smooth curve are perceived as a group - and are interpreted as being more related than elements not on the line or curve.






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






31. 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.






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






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






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






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






36. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






39. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.






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






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






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






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






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






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

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






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






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






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