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






2. 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.)






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






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






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






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






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






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






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






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






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






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






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

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






15. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






35. 80% of the effects generated by any large system are caused by 20% of the variables.






36. 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.






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






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






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

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






41. 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.






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






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






44. 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.






45. 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.






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






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






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






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