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






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






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






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






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






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






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






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






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






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






11. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






15. An original model on which something is patterned






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






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






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






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






20. 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.






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






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






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






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






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






26. A technique for preventing unintended actions by requiring verification of the actions before they are performed.






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






28. Pictures are remembered better than words.






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






30. 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.






31. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.






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






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






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






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


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






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






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






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






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






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






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






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






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






45. 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.)






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






47. 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.






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


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






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