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






2. 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.






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






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






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






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






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






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






9. 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






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






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






12. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)






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






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






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


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






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






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






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






20. A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.






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






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






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






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






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






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






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






28. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






33. Pictures are remembered better than words.






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






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






36. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.






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






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






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






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






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






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






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






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






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






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






47. 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.






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






49. An original model on which something is patterned






50. 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.