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






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






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






4. 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






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






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






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






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






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






10. 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.






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






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






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






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






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






16. 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.






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






18. 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.






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






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






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






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






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






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






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






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






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






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






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






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






31. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






36. An attribute of an object that allows people to intuitively know how to use it






37. Pictures are remembered better than words.






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






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






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






41. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.






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






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






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






45. An original model on which something is patterned






46. 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.






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






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






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






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