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






2. 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)






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






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






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






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






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






8. 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.






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






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






11. 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.






12. 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.






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






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






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






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






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






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






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






20. 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.)






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






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






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






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






25. There are five ways to organize information: Category - time - location - alphabet - and continuum.






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






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






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

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






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






31. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.






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






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






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






35. 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.






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






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






38. 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.






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






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






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






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






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






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






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






46. An original model on which something is patterned






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






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






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






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