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






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






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






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






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






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






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






8. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






13. 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.






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






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






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






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






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






19. An original model on which something is patterned






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






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






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






23. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.






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






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






26. The use of pictorial images to improve the recognition and recall of signs and controls.






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






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






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






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






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






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






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






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






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






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






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






38. Pictures are remembered better than words.






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






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






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






42. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.






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






44. 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.






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






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






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






48. 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)






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






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