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






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






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






4. 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.)






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






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






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






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






9. 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.






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






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






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






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






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






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






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






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






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






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






20. 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.






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






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






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






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






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






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






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






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






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






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

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31. 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.






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






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






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

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






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






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






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






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






40. The use of pictorial images to improve the recognition and recall of signs and controls.






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






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






43. 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.






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






45. 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.






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






47. 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.






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






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






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