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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 Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit






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






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






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






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






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






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






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

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






11. 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?)






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






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






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






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






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






18. The tendency for people to behave differently when they know they are being studied






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






20. 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.






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






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






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






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






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






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






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






28. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






46. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.






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

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

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






50. 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.