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 ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)






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






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






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






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






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






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






8. 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)






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






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






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






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






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






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






15. 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.






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






17. An original model on which something is patterned






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






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






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






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






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






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






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






25. 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.






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






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






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






29. 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.






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






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






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






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

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






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






36. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.






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






38. 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.






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






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






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

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






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






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






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






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






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






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






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






50. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.