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






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






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

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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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

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20. 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.






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






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






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






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






25. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.






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






27. Elements that are close together are percieved to be more related than elements that are farther apart.






28. 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






29. 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.






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






31. 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)






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






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






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






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






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

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






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






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






40. 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.






41. There are five ways to organize information: Category - time - location - alphabet - and continuum.






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






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






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






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






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






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






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






49. 80% of the effects generated by any large system are caused by 20% of the variables.






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