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

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2. 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






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






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






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






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






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






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






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






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






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






12. 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.






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






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






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






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






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






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






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






20. 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.






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






22. 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.






23. 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?)






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






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






26. 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.)






27. An original model on which something is patterned






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






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






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






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






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






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






34. 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.






35. 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.






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






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






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






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






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






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






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






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






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






45. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.






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






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






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






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






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