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






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






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






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






5. 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.






6. 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.






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






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






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






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






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






12. 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






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






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






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






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






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






18. 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.






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






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






21. 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.






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






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






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






25. A process in which similar characteristics evolve independently in multiple systems.






26. 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.)






27. 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.






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






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






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

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






32. 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)






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






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






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






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






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






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






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






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






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






42. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.






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






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






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






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






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






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






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






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







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