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






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






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






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






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






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






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






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






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






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






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






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






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






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






15. 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.)






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






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






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






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






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






21. 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.






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






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






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






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






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






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






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






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






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

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






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






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






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

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






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






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






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






39. 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)






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






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






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






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






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






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






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






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






48. An original model on which something is patterned






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






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







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