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






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






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






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






5. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






8. 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.






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

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






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






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






13. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.






14. 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






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






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






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






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






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






20. 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.






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






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






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






24. 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.






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






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






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






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






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. An original model on which something is patterned






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






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






33. 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.






34. A technique for preventing unintended actions by requiring verification of the actions before they are performed.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






50. 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.