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






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






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






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






5. An action or ommission of action yielding an unintended result.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






22. 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.






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






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






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






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






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






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

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






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






31. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






34. 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.)






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






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






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






38. A property in which a form is made up of parts similar to the whole or to one another.






39. 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.






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






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






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






43. An original model on which something is patterned






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






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






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






47. 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






48. 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.






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






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