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






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






3. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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

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






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






8. Patients experience treatment effects based on their belief that a treatment will work.






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






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






11. 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.






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






13. 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.






14. 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)






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






16. 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






17. An original model on which something is patterned






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






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






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






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






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






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






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






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






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






27. 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.






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






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






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






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






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






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

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34. 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.






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






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






37. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)






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






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






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






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






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






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






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






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






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






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






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






49. 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?)






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

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