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






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






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






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






5. A technique that influences decision making and judgement by manipulating the way information is presented.






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






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






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






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






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






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






12. A property of visual equivalence among elements in a form.






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






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






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






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






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






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






19. 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.






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






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






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

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






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






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






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






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






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






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

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






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






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






33. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






37. 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.






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






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






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






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






42. 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.






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






44. 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.






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






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






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






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






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






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