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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. 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.






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






4. An attribute of an object that allows people to intuitively know how to use it






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






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






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






8. 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.






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

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






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






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






13. 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?)






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






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






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






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






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






19. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.






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






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






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






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






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






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






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






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






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






29. 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.






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






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

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






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






34. 80% of the effects generated by any large system are caused by 20% of the variables.






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






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

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37. 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.






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






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






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






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






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






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






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






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






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






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






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






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






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







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