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 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.)






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






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






4. 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


5. 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.






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






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






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






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






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






11. An action or ommission of action yielding an unintended result.






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






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






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






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






16. 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


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






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






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






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






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






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






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






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






25. 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


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






27. 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






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






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






30. 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.






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






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






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






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






35. Pictures are remembered better than words.






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






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






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






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






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






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






42. 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.






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






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






45. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.






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






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






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






49. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.






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