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






2. 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.






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






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






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






6. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






9. 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.






10. 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






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

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12. 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)






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






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






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






16. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






31. Pictures are remembered better than words.






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






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

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






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






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






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






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






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

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






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






42. 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?)






43. 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.






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

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






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






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






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






49. A tendency to see objects and patterns as 3D when certain visual cues are present.






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






Can you answer 50 questions in 15 minutes?



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