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






2. The process of using spatial and environmental information to navigate to a destination.






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






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






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






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






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






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. 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.






10. An action or ommission of action yielding an unintended result.






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






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






13. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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

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






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






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






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






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






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






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






41. 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.






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






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






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






45. 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?)






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






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






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






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






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






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