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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. There are five ways to organize information: Category - time - location - alphabet - and continuum.






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






3. 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.






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






5. 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.






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






7. 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.






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






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






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






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






12. 80% of the effects generated by any large system are caused by 20% of the variables.






13. 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.






14. 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.)






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






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






17. An original model on which something is patterned






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






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






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






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






22. 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.






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






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






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






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

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






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






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






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






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






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

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






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






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






36. 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






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






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






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






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






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






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






43. A method of limiting the actions that can be performed on a system.






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






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






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






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






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






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






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







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