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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






23. 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?)






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






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






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






27. 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.)






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






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






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






31. 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.






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






33. 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.






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






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






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






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






39. Pictures are remembered better than words.






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






41. 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.






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






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






44. 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.






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






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






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






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






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






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







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