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






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






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






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






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






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






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






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






10. 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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






25. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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






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






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






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






36. An original model on which something is patterned






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






38. 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.)






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






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






41. 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.






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






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






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






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






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






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






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

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49. 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.






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