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






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






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






4. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.






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






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

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






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






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






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






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






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






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






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

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






16. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.






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






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






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






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






21. 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.






22. 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






23. 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.)






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






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






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






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






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






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

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






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






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






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






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






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






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






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






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






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






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






41. 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?)






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






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






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






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






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






47. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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