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






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






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






4. A Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit






5. 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.






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






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






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






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






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






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






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






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






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






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






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






17. 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.






18. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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






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






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






28. 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.






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






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






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






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






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






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






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






36. 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.






37. 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.






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






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






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






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






42. An original model on which something is patterned






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






44. 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?)






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






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






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






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

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






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