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 ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)






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






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






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






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






6. An original model on which something is patterned






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


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






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






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






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






12. 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.






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






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






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






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






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






18. The use of pictorial images to improve the recognition and recall of signs and controls.






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






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






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






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






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






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






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


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






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






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






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






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


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






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






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






34. 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.






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






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






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






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






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






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






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






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






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






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






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






47. 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.






48. The usability of a system is improved when similar parts are expressed in similar ways.






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






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