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






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






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






4. 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.






5. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.






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






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






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






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






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






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






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






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






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






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






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






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






18. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.






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






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






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






22. 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.






23. 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)






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

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25. 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.






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






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






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






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






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






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






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






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






34. 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.






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






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






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






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

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






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






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






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






44. 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.






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






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






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






48. An original model on which something is patterned






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






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