Design Principles
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Design Principles
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25 Questions

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

17. 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.)

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

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

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

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

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

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

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

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