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Design Principles

Subject : engineering
Instructions:
  • Answer 50 questions in 15 minutes.
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  • 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. 80% of the effects generated by any large system are caused by 20% of the variables.






2. 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.






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






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






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






6. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.






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






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






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






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






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






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






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






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






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






16. 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.






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






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






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






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






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






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






23. 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.






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






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






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






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






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






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






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






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






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

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






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






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






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






38. 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.)






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






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






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






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






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






44. A process of repeating a set of operation until a specific result is achieved.






45. 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






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

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






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






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






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







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