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 for bringing attention to an area of text or image.






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

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






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






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






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






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






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






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






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






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






12. People tend to prefer savanna- like environments to other types of environments. Open areas - scattered trees - water - and uniform grassiness rather than other natural environments such as desert - jungle - and complex mtns.






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






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






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






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






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

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






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






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






21. 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.






22. 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.






23. 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.)






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






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






26. 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.






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






29. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.






30. Given a choice between functionally equivalent designs - the simplest design should be selected.

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






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






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






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






35. 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.






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






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






38. 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






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






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






41. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.






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






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






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

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45. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.






46. People understand and interact with systems and environments based on mental representations developed from experience.






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






48. 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.






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






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