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






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






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






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






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






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






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

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8. 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?)






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






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






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






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






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






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

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






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






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






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






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






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






21. 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.)






22. 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.






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






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






25. 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.






26. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)






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






28. 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.






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






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






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






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






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






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






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






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






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

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






39. 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.






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






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






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






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






44. 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.






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






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






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






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






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






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







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