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 limiting the actions that can be performed on a system.






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






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






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






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






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






7. 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


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






9. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






31. 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.)






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






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






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






35. 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.






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






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






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






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






40. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.






41. 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?)






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






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

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


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






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






46. 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


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






48. 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.






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






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