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






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






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






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






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






7. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






10. 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.






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






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






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






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






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






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






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






18. 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






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






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






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






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






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






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






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






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

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27. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.






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






29. 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.)






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






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






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






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






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






35. Given a choice between functionally equivalent designs - the simplest design should be selected.

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






37. 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.






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






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






40. 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.






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






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






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






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






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






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






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






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






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






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