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 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.






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






3. 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.






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






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






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






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






8. The usability of a system is improved when its status and methods of use are clearly visible.






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






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






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






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

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






14. Tendency to form an overall positive impression of a person on the basis of one positive characteristic






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






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






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






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






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






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






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






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






23. An original model on which something is patterned






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






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






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

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






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






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






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






31. 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






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






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






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

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






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






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






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






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






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






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






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






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






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






45. 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.






46. 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.






47. A relationship between variables in a system where the consequences of an event are fed back in order to modify the event in the future.






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






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






50. 80% of the effects generated by any large system are caused by 20% of the variables.