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 Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit






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






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






4. An original model on which something is patterned






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






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






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






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






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






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






11. 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.






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






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






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






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






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






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






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






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






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






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






22. A ratio within the elements of a form - such as height to width - approximating 0.618.






23. 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.






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






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






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






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






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






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






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






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






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






33. Pictures are remembered better than words.






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






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






36. 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.






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






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






39. The time required to move to a target is a function of the target size and distance to the target.

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40. 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.






41. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






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






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






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






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






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






50. 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.