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






2. 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.






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






4. 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.






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






6. 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.)






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






8. 80% of the effects generated by any large system are caused by 20% of the variables.






9. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.






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






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






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






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






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






15. The process of using spatial and environmental information to navigate to a destination.






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






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






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






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






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






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






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






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






24. 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.






25. 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.






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






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






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






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






30. 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.






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






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






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






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






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






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






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






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






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






40. 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.






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






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


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






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






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






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






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






48. A technique for bringing attention to an area of text or image.






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






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