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






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






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






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






5. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.






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






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






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






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






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






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






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 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.)






14. 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.






15. Pictures are remembered better than words.






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






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






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






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






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






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






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






23. 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.






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






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






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






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






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






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

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






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






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






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






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






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






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






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






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






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






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






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






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






43. 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.






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






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






46. 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.






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






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






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






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







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