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






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






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






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

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


5. An original model on which something is patterned






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






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

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


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






9. 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


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






11. 80% of the effects generated by any large system are caused by 20% of the variables.






12. 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.






13. 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)






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






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






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






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






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






19. People tend to prefer savanna- like environments to other types of environments. Open areas - scattered trees - water - and uniform grassiness rather than other natural environments such as desert - jungle - and complex mtns.






20. 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.






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






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






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






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






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






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






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






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






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






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






31. 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?)






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






33. 1) Functionality 2) Reliability 3) Usability 4) Proficiency 5) Creativity. In order for design to be successful - it must meet ppl's basic need before it can attempt to satisfy higher- level needs.






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






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






36. 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.






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






38. 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.






39. 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






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






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






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






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






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






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






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






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






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






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






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







Sorry!:) No result found.

Can you answer 50 questions in 15 minutes?


Let me suggest you:



Major Subjects



Tests & Exams


AP
CLEP
DSST
GRE
SAT
GMAT

Most popular tests