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






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






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






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






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






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






7. 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)






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






9. 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.






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






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






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






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






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






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






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

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






18. 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.






19. 80% of the effects generated by any large system are caused by 20% of the variables.






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






21. 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






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

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






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






25. 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.






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






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






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






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






30. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.






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






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






33. 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.






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






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






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






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






38. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.






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

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






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






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






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






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






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






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






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






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






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






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