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






2. 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.






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






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






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






6. 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.)






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






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






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






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






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






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






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






14. 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.






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






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






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






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






19. 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)






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






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






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






23. 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?)






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






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






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






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






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






29. 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.






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

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






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






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






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






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

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36. The tendency for people to behave differently when they know they are being studied






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






38. 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.






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






40. Pictures are remembered better than words.






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






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






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






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






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






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






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






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






49. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.






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