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






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






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


4. 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.






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






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






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






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






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






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






11. 80% of the effects generated by any large system are caused by 20% of the variables.






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






13. 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.






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






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






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






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






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






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






20. An original model on which something is patterned






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






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






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


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






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






26. 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






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






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






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






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






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






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






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






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






35. 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.






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






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






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






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






40. 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.






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






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






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






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






45. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.






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






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






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






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






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