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






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






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






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






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






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






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






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






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






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






11. 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.






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






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






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






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






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






17. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.






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






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






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

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






22. 80% of the effects generated by any large system are caused by 20% of the variables.






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






24. 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.






25. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






41. An original model on which something is patterned






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






43. 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.






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






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

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

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






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






49. Pictures are remembered better than words.






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