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






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






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






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






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

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






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






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






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






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






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






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






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






14. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)






15. 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.






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






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






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






20. Pictures are remembered better than words.






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






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






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






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






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






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






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






28. 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.






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






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






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






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

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33. An original model on which something is patterned






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






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






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






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






38. 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.






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






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






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






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






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






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

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45. 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.






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






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






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






49. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.






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







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