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






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






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






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






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






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






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






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






9. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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

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






13. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.






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






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






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






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






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






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

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






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






22. 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.






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






24. 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.






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






26. 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.






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






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






29. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.






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






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






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






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






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






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






36. 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.






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






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






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






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






41. 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.






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






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






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






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






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






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






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






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






50. 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