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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






18. 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.






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






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






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






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






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






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






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






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






28. 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.






29. Pictures are remembered better than words.






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






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






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






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






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






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






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






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






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






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






40. An original model on which something is patterned






41. 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.






42. 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






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






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


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






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






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






48. 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.






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






50. 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.)