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






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






3. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.






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






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






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






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






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

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






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






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






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






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






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






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






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






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






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






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






21. 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.






22. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






29. 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.






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






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






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






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






34. Pictures are remembered better than words.






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






36. 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






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






38. 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.)






39. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.






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






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






42. 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.






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






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






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






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






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






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






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






50. 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.