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






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






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






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






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






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






7. 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?)






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






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






10. 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.)






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






12. 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.






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






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






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






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






17. 80% of the effects generated by any large system are caused by 20% of the variables.






18. 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)






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






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






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






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






23. 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


24. 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






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






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






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






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






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






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






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






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






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






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






35. An attribute of an object that allows people to intuitively know how to use it






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






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






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






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






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






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






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






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






44. An original model on which something is patterned






45. Pictures are remembered better than words.






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






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






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






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






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