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






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






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






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






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






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






7. Pictures are remembered better than words.






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






9. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






14. An original model on which something is patterned






15. 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.






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






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






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






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






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






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






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






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






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






25. 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?)






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






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






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






29. 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.






30. 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.






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






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






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






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

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






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






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






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






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






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






41. 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)






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






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






44. 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.






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

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






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






48. 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.






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






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