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






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






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

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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






19. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.






20. Pictures are remembered better than words.






21. 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.






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






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






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






25. 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.






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






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






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






29. 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.






30. There are five ways to organize information: Category - time - location - alphabet - and continuum.






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






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






33. 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.






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






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






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






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






38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.






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






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






41. 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)






42. 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.






43. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.






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






45. 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.






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






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






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






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






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