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






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

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3. 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.






4. 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.






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






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






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






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






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






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






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






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






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






14. An original model on which something is patterned






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






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






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






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






19. The relative ease with which a destination - idea - or concept may be reached.






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






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






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

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






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






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






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






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






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






29. 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.






30. A ratio within the elements of a form - such as height to width - approximating 0.618.






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






32. 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.)






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






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






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






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






37. 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.






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






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






40. 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.






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






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

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






44. 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.






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






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






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






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






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






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