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






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






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






5. 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.






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






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






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






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






10. Pictures are remembered better than words.






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






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






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






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






15. 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.






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






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






18. 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)






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






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






21. 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?)






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






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






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






25. An original model on which something is patterned






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






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






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






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






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






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






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

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






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






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






36. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






41. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).






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






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






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






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






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






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






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






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