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 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?)






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

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






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






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






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

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






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






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






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






11. An attribute of an object that allows people to intuitively know how to use it






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






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






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






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






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






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






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






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






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






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






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






23. 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.






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






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






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






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






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






29. 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.






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






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






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






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






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






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

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

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37. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)






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






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






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






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






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






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






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






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






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






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






48. 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.






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






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