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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 strategy for managing information complexity in which only necessary or requested information is displayed at any given time.






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






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






4. An original model on which something is patterned






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






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






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






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

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9. 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.






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






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






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






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

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






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






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






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






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






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






20. 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.






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






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






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






24. 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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






50. 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.)







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