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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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

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






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






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






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

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






25. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.






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. A relationship between variables in a system where the consequences of an event are fed back in order to modify the event in the future.






28. Pictures are remembered better than words.






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






30. 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?)






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






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






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






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






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






36. An original model on which something is patterned






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






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






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

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






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






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






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






44. 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.






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






46. 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)






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






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






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






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