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






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






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






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






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






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






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






9. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)






10. 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.






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






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






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






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






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






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






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






18. 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.)






19. 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?)






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






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






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






23. 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.






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






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






26. The use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements.






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






28. Pictures are remembered better than words.






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






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






31. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.






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






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






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






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






36. An original model on which something is patterned






37. 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






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






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






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






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






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






43. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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