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






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


3. 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.






4. 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.






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






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






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






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






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






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






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






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






13. 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.






14. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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






23. 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.






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






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






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






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






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






29. 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)






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






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






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






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






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






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






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






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






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






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






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






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






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






43. Pictures are remembered better than words.






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






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


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






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






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






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






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