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






2. 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?)






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






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






5. The designs that help people perform optimally are often not the same as the designs that people find most desirable.






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

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






8. 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






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






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






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






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






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






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






15. 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.






16. 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.






17. 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.






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






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






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

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






22. 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.






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






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






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






26. Pictures are remembered better than words.






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






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






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






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






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






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






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






34. The tendency for people to perform better or worse based on the expectations of another.






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






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






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






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






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






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






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

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






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






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






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






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






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






48. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.






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

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