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






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






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






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






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






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






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






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

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






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






11. 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.






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






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






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






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






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






17. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






24. 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.






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






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






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






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






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






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






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

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






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






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






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






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

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






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






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






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






43. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.






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






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






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






47. An original model on which something is patterned






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






49. Pictures are remembered better than words.






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