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






2. 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.






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






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






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






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






7. A technique for preventing unintended actions by requiring verification of the actions before they are performed.






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






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






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






11. 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.






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






13. 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.






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






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

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16. An original model on which something is patterned






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






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






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






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






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






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






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






24. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)






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






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






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






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






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






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






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

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






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






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

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






36. 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.






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






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






39. 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.)






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






41. Pictures are remembered better than words.






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






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






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






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






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






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






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






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






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