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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






18. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.






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






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






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

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22. 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?)






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






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






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






26. 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.






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

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






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






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






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






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

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33. 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.)






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






35. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)






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






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






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






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






40. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).






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






42. 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.






43. 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.






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






45. 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.






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






47. 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.






48. An original model on which something is patterned






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






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