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






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






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






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






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






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






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






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






10. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.






11. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.






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






13. 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.






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






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






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






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






18. Pictures are remembered better than words.






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






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






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






22. 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.






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






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






25. The process of using spatial and environmental information to navigate to a destination.






26. 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)






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






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






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






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






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






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






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






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






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






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






37. Teachers treat students differently based on their expectations of how students will perform.






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






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






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






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


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






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






44. 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.






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


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






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






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






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






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