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 property of visual equivalence among elements in a form.






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






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

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






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






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






7. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.






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






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






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






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






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






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






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






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






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






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






18. The relative ease with which a destination - idea - or concept may be reached.






19. 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.






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






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






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






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






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






25. 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






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






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






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






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






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






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






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






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






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






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






36. 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?)






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

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






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






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






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






42. Pictures are remembered better than words.






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






44. 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.






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






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






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






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






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