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






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






3. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).






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






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






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






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






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






9. A process in which similar characteristics evolve independently in multiple systems.






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






11. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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






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






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






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






22. 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.






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






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






25. A technique for bringing attention to an area of text or image.






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






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






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






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






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






31. 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.)






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






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


34. An original model on which something is patterned






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






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






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






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






39. Pictures are remembered better than words.






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






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. 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.






43. A ratio within the elements of a form - such as height to width - approximating 0.618.






44. 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.






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






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






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






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






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






50. 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?)