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






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






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






4. 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.






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






6. People tend to prefer savanna- like environments to other types of environments. Open areas - scattered trees - water - and uniform grassiness rather than other natural environments such as desert - jungle - and complex mtns.






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






8. 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.






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






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






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






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






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






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






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

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






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






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






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






20. 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.)






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






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






23. 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.






24. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






31. 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.






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






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






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






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






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






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






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






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

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






41. Pictures are remembered better than words.






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






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






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






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






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






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

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






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






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