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Design Principles

Subject : engineering
Instructions:
  • Answer 50 questions in 15 minutes.
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  • Match each statement with the correct term.
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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 method of presentation in which information is presented in descending order of importance. (Critical information presented first).






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






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






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






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






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






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






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






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






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






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






12. 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.






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






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






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






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






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






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






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






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






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






22. 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.






23. The designs that help people perform optimally are often not the same as the designs that people find most desirable.






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






25. 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.






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






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

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






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






30. 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.






31. 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.






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






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






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






35. 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)






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






37. Elements that are similar are perceived to be more related than elements that are dissimilar.






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






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

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






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






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

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






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






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






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






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






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






49. 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.






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







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