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. 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.






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






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






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






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






6. 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.






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


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






9. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






30. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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






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






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






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






41. 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.






42. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.






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






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






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






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


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






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






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






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