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






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






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






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






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






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






7. 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.






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






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






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






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






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






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






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






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

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






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






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






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






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






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






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






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

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






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






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






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






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






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






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






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






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






33. 80% of the effects generated by any large system are caused by 20% of the variables.






34. 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)






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






36. 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.






37. 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.






38. 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.






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






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






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






42. Pictures are remembered better than words.






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






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






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






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

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






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






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






50. 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.)







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