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

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






3. 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.






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






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






6. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






10. 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.






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






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






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






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






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






16. 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)






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






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






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






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






21. 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.






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






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






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






25. The usability of a system is improved when similar parts are expressed in similar ways.






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






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






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






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






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






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






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






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






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

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






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






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






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






40. An original model on which something is patterned






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






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






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






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






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






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






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






48. 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.






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






50. 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.