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






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






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






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






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






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






7. The usability of a system is improved when its status and methods of use are clearly visible.






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






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






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






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






13. 80% of the effects generated by any large system are caused by 20% of the variables.






14. 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.






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






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

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






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






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






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






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






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






23. Pictures are remembered better than words.






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






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






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






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






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






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






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






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






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






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






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






35. 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.






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

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






38. 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.






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






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






41. A technique for bringing attention to an area of text or image.






42. 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.






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






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






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

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






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






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






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






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