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 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.






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






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






4. 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.






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






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






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






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






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






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






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

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






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






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






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






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






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






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






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

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






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






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






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






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






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






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






29. 80% of the effects generated by any large system are caused by 20% of the variables.






30. 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.






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






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






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






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






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






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






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






38. Pictures are remembered better than words.






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






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






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






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






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

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44. 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.






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






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






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






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






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






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