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






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






3. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)






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






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






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






7. A technique for bringing attention to an area of text or image.






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






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






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






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






12. 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.






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






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






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






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






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

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






19. 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.






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






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






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






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






24. 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.






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






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






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






29. 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.)






30. 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.






31. 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.






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






33. Pictures are remembered better than words.






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






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






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






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






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






39. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






42. An original model on which something is patterned






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






44. 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.






45. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).






46. 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






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






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






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






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