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 Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit






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






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






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






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






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






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






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






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. Pictures are remembered better than words.






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






13. 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.






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






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






16. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.






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






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






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






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






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






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






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






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






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






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






27. 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.)






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






29. 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.






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






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






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






33. 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.






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






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






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






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






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






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

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






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






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






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






44. An original model on which something is patterned






45. 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?)






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






47. 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.






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

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






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