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

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






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






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






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






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






7. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






21. 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






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






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

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






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






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






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

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28. 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.






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






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






31. An original model on which something is patterned






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






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






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






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






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






37. 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.






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






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






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






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






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






43. 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.






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






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






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






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






48. Pictures are remembered better than words.






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






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