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






2. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.






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






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

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






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






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






8. 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.)






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






10. Pictures are remembered better than words.






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






12. An original model on which something is patterned






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






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






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






16. 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)






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






18. 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.






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






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






21. 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.






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






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






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






25. 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.






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






27. 80% of the effects generated by any large system are caused by 20% of the variables.






28. There are five ways to organize information: Category - time - location - alphabet - and continuum.






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






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






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






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






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






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






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






36. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.






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






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






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






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






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






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






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






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






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






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






47. 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.






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






49. 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.






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