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






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






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






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






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






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






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






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






10. The time it takes to make a decision increases as the number of alternatives increases.

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

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12. 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.






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






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






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






16. 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.)






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






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






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 information that is analyzed deeply is better recalled than information that is analyzed superficially.






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






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






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






24. 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.






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






26. 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






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






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






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






30. 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.






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






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






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






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






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






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






37. 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.






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






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






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






41. 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.






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






43. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






50. 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)