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. The use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements.






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






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






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






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






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






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






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






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






10. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)






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






12. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.






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






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






15. An original model on which something is patterned






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






17. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.






18. 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






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






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






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






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






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

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






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






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






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






28. 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.






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






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






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






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






33. 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.






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






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






36. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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






44. 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?)






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






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






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






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






49. 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.






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