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 sequence of numbers in which each number is the sum of the preceding two.






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






3. 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.






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

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






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






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






8. 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






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






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






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






12. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.






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






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






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






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






17. 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.)






18. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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

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






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






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






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






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






42. 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.






43. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.






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

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45. 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.






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






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






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






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. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.