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 managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.






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






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

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






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






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






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






8. 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.






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






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






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






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






13. 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.






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

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






16. 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)






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






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






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






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






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






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






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






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






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






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






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






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






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






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






31. The usability of a system is improved when similar parts are expressed in similar ways.






32. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






47. 80% of the effects generated by any large system are caused by 20% of the variables.






48. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)






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






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