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






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






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






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






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


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






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






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






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






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


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






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






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






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






15. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).






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






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


18. 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.






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






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






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






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






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






24. 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.






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






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






27. 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.






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






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. 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.






31. Hierarchical organization is the simplest structure for visualizing and understanding complexity.






32. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.






33. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.






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






35. 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.






36. 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.






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






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






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






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






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






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






43. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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