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






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






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






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






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






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






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






9. 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.






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






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






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






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






14. 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.






15. An original model on which something is patterned






16. 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)






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






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






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






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






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






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






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

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






25. 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.






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






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






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






29. 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?)






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






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






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






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






34. 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.






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






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






37. 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.)






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






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






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






42. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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






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

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