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






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






3. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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






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






14. 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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






29. Tendency to form an overall positive impression of a person on the basis of one positive characteristic






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






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






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

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






34. 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.






35. 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.






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






37. 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)






38. 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.






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






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






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






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






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






45. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.






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






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






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






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






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