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






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






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






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






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






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






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






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






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






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






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






12. 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.






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






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






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






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






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






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






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






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






21. 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.)






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






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






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






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






26. 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.






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






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






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






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






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

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






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






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






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

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






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






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






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






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






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






42. 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






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






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






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






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






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






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






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






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