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






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






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






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






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






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






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






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






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






10. 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.






11. 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.






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






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






14. 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?)






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






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






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

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






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






20. An original model on which something is patterned






21. Successful products typically follow four stages of creation: requirements - design - development - and testing.






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






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






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






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

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26. 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.






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






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

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






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






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






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






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






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






35. 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)






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






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






38. 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.






39. 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






40. 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.






41. 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.






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






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






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






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






46. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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