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

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






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






4. An original model on which something is patterned






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






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






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






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






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






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






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






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






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






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






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

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






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






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






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






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






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






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






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






24. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.






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






26. 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.






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






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






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






30. 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.)






31. 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.






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






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

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






35. 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.






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






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






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






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






40. 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.






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






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






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






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






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






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






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






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






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






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







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