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






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






3. 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.






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






5. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)






6. 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


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






8. 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.)






9. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)






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






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






12. 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.






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






14. 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.






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






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






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






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






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






20. 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


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






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






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






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






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






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






27. Hierarchical organization is the simplest structure for visualizing and understanding complexity.






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






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






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






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






32. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).






33. 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.






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






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






36. 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.






37. Pictures are remembered better than words.






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






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






41. 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?)






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






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






44. 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






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






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






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






48. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.






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






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