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






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






3. 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.






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






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






6. 80% of the effects generated by any large system are caused by 20% of the variables.






7. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization

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






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






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






11. 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.






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






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






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






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






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






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






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






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






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






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






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

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






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. 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






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






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






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






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






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






31. Elements that are similar are perceived to be more related than elements that are dissimilar.






32. Pictures are remembered better than words.






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






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






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






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






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






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






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






40. 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?)






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






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






43. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.






44. 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.)






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






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






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






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






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






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