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 asociate a stimulus with an unconscious physical or emotional response.






2. 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.






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






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

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






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






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






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






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






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






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






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

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






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






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






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






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






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






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






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

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






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






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






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






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






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






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






29. 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.






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

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31. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.






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






33. 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.






34. 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?)






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






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






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






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






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






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






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






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






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






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






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






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






47. Pictures are remembered better than words.






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






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






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