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






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






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






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






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


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






7. An original model on which something is patterned






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






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






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






11. 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.






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






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






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






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






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






17. 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.






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






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






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






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






23. 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.






24. 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.






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


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






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






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






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






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






31. 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.






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






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






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






35. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.






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






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






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






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






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






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






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






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






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






45. 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.






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






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






48. 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)






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






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