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






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






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






4. 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.






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






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






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






8. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)






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






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






11. 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






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






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






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






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






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






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






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






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






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






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






22. An original model on which something is patterned






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






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






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






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






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






28. 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.






29. 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.






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

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






32. 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.






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






35. 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.






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






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






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






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






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






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






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






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






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






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






46. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.






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






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






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






50. 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?)