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. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.






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






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






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






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






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






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






8. 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.






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






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






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






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

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






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






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






16. 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.






17. A Gestalt law of organization; elements arrange in a straight line or a smooth curve are perceived as a group - and are interpreted as being more related than elements not on the line or curve.






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






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






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






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






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






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






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






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






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






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






28. 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.






29. 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.






30. 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.)






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






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






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






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






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






36. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






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