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 items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.






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






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






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






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






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






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






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






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






10. 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)






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






12. 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.






13. A technique for bringing attention to an area of text or image.






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






15. 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.






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






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






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






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






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






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






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






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






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






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






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






27. A ratio within the elements of a form - such as height to width - approximating 0.618.






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






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






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






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






32. 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.






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






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






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






37. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






44. 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.)






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






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






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






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






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






50. An original model on which something is patterned