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






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






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






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






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






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






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






9. 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?)






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






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






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






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






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






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






16. 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.






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

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






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






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






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






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






23. 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.






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






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






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






27. 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.






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






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






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






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






32. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.






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






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






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






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






37. 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.






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






39. 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.






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

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






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






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






44. 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)






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






46. 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.






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






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






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






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