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






2. 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.






3. 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.






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






6. 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.






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

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






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






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






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






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






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






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






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






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






17. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






31. 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.






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






33. 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.






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






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






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






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






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






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






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






41. An original model on which something is patterned






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






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






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






45. 80% of the effects generated by any large system are caused by 20% of the variables.






46. 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.






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






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






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






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