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

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






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






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






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






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






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






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






9. 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.






10. 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)






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






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






13. 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.






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






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






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






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






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






19. 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.






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






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






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






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






24. 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?)






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






26. 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.






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






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






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






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






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






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






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






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






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






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






37. 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.






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






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






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






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






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






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






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






45. 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.






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






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

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






49. 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.






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