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






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






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






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






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






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

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






8. 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.)






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






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






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






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. 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.






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






15. Pictures are remembered better than words.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






30. 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.






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






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






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






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






35. 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?)






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






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






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






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






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






41. 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.






42. 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.






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






44. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.






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






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






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






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






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






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