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 visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.






2. 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.






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






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






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






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






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






8. 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.






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






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






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






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






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






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






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






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






17. 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?)






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






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






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






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






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






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






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






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






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






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






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






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






30. 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.)






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






32. 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.






33. A technique for bringing attention to an area of text or image.






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






35. An original model on which something is patterned






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






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






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






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






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






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






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






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






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






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






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

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

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






49. 80% of the effects generated by any large system are caused by 20% of the variables.






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