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






3. 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.






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






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






6. 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?)






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






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






9. 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.)






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






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






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






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






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






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






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






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






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

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






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






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






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






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






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






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






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






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






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






29. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.






30. 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.






31. 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.






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






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






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






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






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






37. 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)






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






39. 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.






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






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






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






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






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






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






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






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






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






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






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