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






2. 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






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






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






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






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






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






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






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






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






11. 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?)






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






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






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






15. 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.






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






17. 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)






18. 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.






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






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






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






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






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






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






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






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






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






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






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






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






31. 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.






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






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

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






35. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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






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






39. 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.)






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






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

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






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






44. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.






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






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






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






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






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






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