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 process in which similar characteristics evolve independently in multiple systems.






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

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






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






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






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






7. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.






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






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






11. Pictures are remembered better than words.






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






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






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






15. 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.






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






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






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






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

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20. 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






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






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






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






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






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






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






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

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






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






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






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






32. An activity will be pursued only if its benefits are equal to or greater than the costs. (ie. How much reading is too much to get the point of a message?)






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






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






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






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






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






38. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






42. 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.






43. 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.






44. An original model on which something is patterned






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






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






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






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






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