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






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






3. 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.






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






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






6. 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.






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






8. 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.






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






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






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






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






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






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






15. 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?)






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






17. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.






18. An original model on which something is patterned






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






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






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






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






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






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






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






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






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

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






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






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






32. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)






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






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






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






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






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






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






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






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






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






42. 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.)






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






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






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






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






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






48. 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.






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






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