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






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






3. 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)






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






5. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






10. 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.






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


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






13. 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.






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






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






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






17. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.






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






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






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






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






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






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


24. 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.






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






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






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






28. 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






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






30. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






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


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






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


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






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






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