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






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






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






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






5. Hierarchical organization is the simplest structure for visualizing and understanding complexity.






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






7. 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






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






9. 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.






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






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






12. 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)






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






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






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






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






17. 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.






18. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.






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






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






21. Pictures are remembered better than words.






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






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

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24. 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.






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






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






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






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






29. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.






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






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






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






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






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






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






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






37. 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.






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






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






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






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






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






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






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






45. 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.






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






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






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






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






50. An original model on which something is patterned







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