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 creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.






2. A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.






3. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.






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






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






6. 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.






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






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






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






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






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






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






13. 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)






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






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






16. 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.






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






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






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






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






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






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






23. An original model on which something is patterned






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






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






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






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






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






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






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






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






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






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






34. 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?)






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


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






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






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






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






40. 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.






41. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.






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






43. 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.






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






45. 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.






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






47. 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






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






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






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