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






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






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






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






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






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






7. An original model on which something is patterned






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






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






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






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






12. 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.






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






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






15. 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.)






16. 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.






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






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

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






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






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






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






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






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






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






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






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






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






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

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






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






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






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






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






35. 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)






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

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37. 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.






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






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






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






41. A technique for preventing unintended actions by requiring verification of the actions before they are performed.






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






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






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






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






46. 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.






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






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






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






50. 80% of the effects generated by any large system are caused by 20% of the variables.