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






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






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






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






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






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






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






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






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






10. 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.






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






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






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






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






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






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






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

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






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






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






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






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






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






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






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






26. 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






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






28. 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?)






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






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






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






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






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






34. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.






35. Pictures are remembered better than words.






36. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.






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






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

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






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






41. An original model on which something is patterned






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






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






44. 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.






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






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






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






48. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)






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






50. 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.)