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






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






3. 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






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






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






6. Teachers treat students differently based on their expectations of how students will perform.






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. 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.






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






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






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






12. 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.






13. A tendency to see objects and patterns as 3D when certain visual cues are present.






14. An original model on which something is patterned






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






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






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






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






19. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.






20. A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.






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






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






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






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

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






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






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






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






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






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






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






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






33. 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.






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

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






36. 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.






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






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






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






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






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






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






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






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






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






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






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






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






49. 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)






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