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

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






3. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.






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






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






6. 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.






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






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






9. 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.






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






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






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






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

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






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






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






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






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






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






20. 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)






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






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






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

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24. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).






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






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






27. An original model on which something is patterned






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






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






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






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






32. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.






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






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






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






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






37. 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.)






38. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.






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






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






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






43. Tendency to form an overall positive impression of a person on the basis of one positive characteristic






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






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






46. 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






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






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






49. 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?)






50. 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.