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






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






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






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






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






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






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






10. 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.)






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






12. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.






13. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.






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






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






16. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.






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






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






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






20. 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.






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






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






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






24. 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.






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






26. 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.






27. 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.






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






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






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






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






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






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

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






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






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

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






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






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






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






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






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






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

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






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






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






47. An original model on which something is patterned






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






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






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