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 property of visual equivalence among elements in a form.






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

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3. 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.)






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






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






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






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






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






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






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






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






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






15. People tend to prefer savanna- like environments to other types of environments. Open areas - scattered trees - water - and uniform grassiness rather than other natural environments such as desert - jungle - and complex mtns.






16. An original model on which something is patterned






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






18. 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?)






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






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






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






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






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






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






25. 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.






26. Pictures are remembered better than words.






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






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






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






30. 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.






31. 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.






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






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






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






35. 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.






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






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






38. 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.






39. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.






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






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

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






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






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






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






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






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

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48. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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