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 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)






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






3. Pictures are remembered better than words.






4. 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.






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






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






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






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






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






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






11. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.






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






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






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






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






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






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






18. 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.






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






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






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






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






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






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






25. 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?)






26. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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






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






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

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






37. 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






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






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






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






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






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






43. 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.)






44. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.






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






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






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






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

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






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