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






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






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






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






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






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






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






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






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






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






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






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






13. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.






14. 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.






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


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






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






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






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






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






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






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






23. 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.






24. 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.)






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






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






27. Teachers treat students differently based on their expectations of how students will perform.






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






29. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






43. 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






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






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






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






47. 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.






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






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






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