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 of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.






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






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






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






5. A relationship between controls and their movements or effects. When th effect corresponds to the expectation - the mapping is considered to be good or natural.






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






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






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






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






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






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






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






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






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






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






16. 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.






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






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






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






20. 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.






21. 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.






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






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






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






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






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






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






28. 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?)






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






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






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






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






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






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






35. 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.






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






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






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






39. 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.






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






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






42. Pictures are remembered better than words.






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






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






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

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






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






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

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49. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.






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