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






2. 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.






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






4. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.






5. 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.)






6. 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.






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






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






9. An original model on which something is patterned






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






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


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






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






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






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






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






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






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






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






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






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


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






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






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






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






26. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.






27. 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.






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






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






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






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






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






33. 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.






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






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






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






37. 80% of the effects generated by any large system are caused by 20% of the variables.






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


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






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






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






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






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






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






45. Pictures are remembered better than words.






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






47. 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.






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


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






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