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






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






3. 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.






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






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






6. 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.






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






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






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






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






12. An original model on which something is patterned






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






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






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






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






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

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






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






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






21. 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






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






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






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






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






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






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






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






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






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






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






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






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






35. 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.






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






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






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






39. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.






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






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

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






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






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






45. 80% of the effects generated by any large system are caused by 20% of the variables.






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






47. Pictures are remembered better than words.






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






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






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