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






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






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






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






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






7. An original model on which something is patterned






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






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






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






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






12. 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.)






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






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






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






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






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






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






19. 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.






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






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






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






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






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


25. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.






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






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






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






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






30. A relationship between controls and their movements or effects. When th effect corresponds to the expectation - the mapping is considered to be good or natural.






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






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






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






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






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






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






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






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






39. 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.






40. Pictures are remembered better than words.






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






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






43. 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.






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






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






46. 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.






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






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






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.