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






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






3. 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.






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






5. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.






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






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






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






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






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






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






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






13. An original model on which something is patterned






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






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






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






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






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






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






20. 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.






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


22. 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.






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






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






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






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






27. 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.






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






29. 80% of the effects generated by any large system are caused by 20% of the variables.






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






31. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.






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






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






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






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






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






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






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






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






40. 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






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






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






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






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






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






46. 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.






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






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






49. 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.






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