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






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






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






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






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






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






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






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






9. Patients experience treatment effects based on their belief that a treatment will work.






10. Pictures are remembered better than words.






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






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






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






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






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


16. 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.






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






18. 80% of the effects generated by any large system are caused by 20% of the variables.






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






20. Tendency to form an overall positive impression of a person on the basis of one positive characteristic






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






22. 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.






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






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






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






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






27. 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.






28. A technique for preventing unintended actions by requiring verification of the actions before they are performed.






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






30. 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)






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






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






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


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






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






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






37. 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






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






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






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






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






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






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






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






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






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






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


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






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






50. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.