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1st Nine Weeks Exam (P2-3 & 5-6) Scriven '23

Total questions: 59

Worksheet time: 1hrs 25mins

Name
Class
Date
1.

When a company discovers a customer problem, it is its responsibility to find a bold and innovative____________

a)

solution

b)

suggestion

c)

competition strategy

2.

The lack of difficulty and effort the customer experiences when using the product or service is known as _________

a)

EASE

b)

BENEFIT

c)

a posiive emotion

d)

a solution

3.

The improvement the product or service makes in the customer’s life that makes it valuable to them

a)

EASE

b)

CUSTOMER

BENEFIT

c)

a posiive emotion

d)

a solution

4.

The pleasant feeling resulting from the customer’s experience with the product or service

a)

EASE

b)

CUSTOMER

BENEFIT

c)

a posiive emotion

d)

a solution

5.

Learning about a customer through observing and listening to them.

a)

GO BROAD TO GO NARROW

b)

RAPID EXPERIMENTS WITH CUSTOMERS

c)

DEEP CUSTOMER EMPATHY

d)

NOE OF THE CHOICES ARE CORRECT

6.

Conducting tests with a customer to gather and analyze data.

a)

GO BROAD TO GO NARROW

b)

RAPID EXPERIMENTS WITH CUSTOMERS

c)

DEEP CUSTOMER EMPATHY

d)

NOE OF THE CHOICES ARE CORRECT

7.

Coming up with a large variety of solution ideas and then focusing on the ideas that are most likely to provide customer delight.

a)

GO BROAD TO GO NARROW

b)

RAPID EXPERIMENTS WITH CUSTOMERS

c)

DEEP CUSTOMER EMPATHY

d)

NOE OF THE CHOICES ARE CORRECT

8.

This principle helps teams think of new and bold ideas.

a)

GO BROAD TO GO NARROW

b)

RAPID EXPERIMENTS WITH CUSTOMERS

c)

DEEP CUSTOMER EMPATHY

d)

NOE OF THE CHOICES ARE CORRECT

9.

This helps to cultivate a shared understanding with the customer.

a)

GO BROAD TO GO NARROW

b)

RAPID EXPERIMENTS WITH CUSTOMERS

c)

DEEP CUSTOMER EMPATHY

d)

NOE OF THE CHOICES ARE CORRECT

10.

This principle helps to save teams time and resources.

a)

GO BROAD TO GO NARROW

b)

RAPID EXPERIMENTS WITH CUSTOMERS

c)

DEEP CUSTOMER EMPATHY

d)

NOE OF THE CHOICES ARE CORRECT

11.

IN ENTREPRENEURSHIP, "MVP" STANDS FOR.......

a)

minimimal viable product

b)

most valuable player

c)

minimum variable price

d)

most valuable product

12.

Looping Concepts:

____________saves teams time as it is the quickest way to test whether the solution meets customers’ needs.

a)

brainstorming

b)

Prototyping

c)

Collaboration

d)

none of the choices are correct

13.

Looping Concepts:

____________saves teams time as it is the quickest way to test whether the solution meets customers’ needs.

a)

brainstorming

b)

Prototyping

c)

Collaboration

d)

none of the choices are correct

14.

Companies use ______________ to run rapid experiments to test solution ideas with real customers.

a)

brainstorming

b)

Prototypes

c)

Collaboration

d)

none of the choices are correct

15.

Evaluating how customers interact with a prototype helps teams decide whether to continue moving forward with the idea ______________________ .

a)

or pivot to a different idea

b)

or given up on the process

c)

or start the process all over again

d)

none of the choices are correct

16.

As teams move through the ever-escalating loops, they determine which solution ideas to __________ and which ideas to pursue.

a)

eliminate

b)

adopt

c)

revise

d)

none of the choices are correct

17.

Design for Delight consists of three principles that aid in solving customer problems to providing customers with the highest level of delight.

_________________ is the second principle in the design thinking process.

a)

DEEP CUSTOMER EMPATHY

b)

GO BROAD TO GO NARROW

c)

RAPID EXPERIMENTS

d)

GO BROAD TO GO BROADER

18.

Design for Delight consists of three principles that aid in solving customer problems to providing customers with the highest level of delight.

_________________ is the FIRST principle in the design thinking process.

a)

DEEP CUSTOMER EMPATHY

b)

GO BROAD TO GO NARROW

c)

RAPID EXPERIMENTS

d)

GO BROAD TO GO BROADER

19.

Design for Delight consists of 3 principles that aid in solving customer problems to providing customers with the highest level of delight.

_________________ is the 3RD principle in the design thinking process.

a)

DEEP CUSTOMER EMPATHY

b)

GO BROAD TO GO NARROW

c)

RAPID EXPERIMENTS

d)

GO BROAD TO GO BROADER

20.

Deep Customer Empathy helps teams gain insights into their customer’s world. They learn their customer’s needs, motivations , desires, and behaviors while practicing this principle

a)

NEEDS, WANTS, DESIRES AND BEHAVIORS

b)

NEEDS, MOTIVATIONS, DESIRES AND ATTITUDES

c)

NEEDS, MOTIVATIONS, DESIRES AND BEHAVIORS

d)

NONE OF THE CHOICES ARE CORRECT

21.

What are the 3 metrics that measures customer delight?

a)

NEEDS, WANTS, DESIRES AND BEHAVIORS

b)

CUSTOMER BENEFIT, EASE AND POSITIVE EMOTION

c)

NEEDS, MOTIVATIONS, DESIRES AND BEHAVIORS

d)

NONE OF THE CHOICES ARE CORRECT

22.

____________ is the reason your product or service is valuable to customers

a)

Customer benefit

b)

The Price

c)

The Discount Offered

d)

NONE OF THE CHOICES ARE CORRECT

23.

What is the main focus of User-Centered Design?

a)

Creating aesthetically pleasing designs

b)

Maximizing profits for the company

c)

Prioritizing the needs and preferences of the end users

d)

Focusing on the technical aspects of the product

24.

Which of the following is a key principle of Rapid Prototyping?

a)

Agile development and testing.

b)

Sequential development and testing.

c)

Waterfall development and testing.

d)

Iterative development and testing

25.

What is the main goal of Design Thinking?

a)

To solve complex problems and create innovative solutions

b)

To follow a step-by-step process for problem-solving.

c)

To focus on individual preferences rather than user needs.

d)

To prioritize aesthetics over functionality.

26.

What is Empathy Mapping?

a)

Empathy Mapping is a tool used in design thinking to understand and empathize with the needs, thoughts, and emotions of a specific user or customer.

b)

Empathy Mapping is a tool used in marketing to analyze market trends and consumer behavior.

c)

Empathy Mapping is a technique used in psychology to study the cognitive processes of individuals.

d)

Empathy Mapping is a term used in project management to track team members' emotions and motivation.

27.

What is the purpose of a Minimum Viable Product (MVP)?

a)

To gather feedback and iterate on the product design.

b)

To create a fully functional product with all features.

c)

To validate and test a product idea with minimal resources and effort.

d)

To generate maximum revenue in the shortest amount of time.

28.

Which of the following is NOT a step in the Design Thinking process?

a)

Conducting user research

b)

Developing a prototype

c)

Defining the problem

d)

Testing and iterating

29.

What is the primary purpose of User-Centered Design?

a)

To prioritize aesthetics over functionality.

b)

To maximize profits for the company.

c)

To create products or systems that meet the needs and preferences of the users

d)

To create products that only appeal to a specific demographic.

30.

Which of the following is a characteristic of Rapid Prototyping?

a)

Creating a prototype without testing

b)

Taking a long time to develop a prototype

c)

Quickly creating a working model or prototype

d)

Using traditional manufacturing methods

31.

What is the main objective of Design Thinking?

a)

To focus on individual solutions rather than collaboration.

b)

To follow a step-by-step process for problem-solving.

c)

To solve complex problems and create innovative solutions

d)

To prioritize efficiency over creativity.

32.

What does Empathy Mapping involve?

a)

Analyzing user demographics and psychographics.

b)

Conducting surveys to gather user feedback.

c)

Creating a timeline of a user's actions.

d)

Creating a visual representation of a user's thoughts, feelings, and behaviors.

33.

When a company discovers a customer problem, it is its responsibility to find a bold and innovative____________

a)

solution

b)

suggestion

c)

competition strategy

34.

The lack of difficulty and effort the customer experiences when using the product or service is known as _________

a)

EASE

b)

BENEFIT

c)

a posiive emotion

d)

a solution

35.

The improvement the product or service makes in the customer’s life that makes it valuable to them

a)

EASE

b)

CUSTOMER

BENEFIT

c)

a posiive emotion

d)

a solution

36.

The pleasant feeling resulting from the customer’s experience with the product or service

a)

EASE

b)

CUSTOMER

BENEFIT

c)

a posiive emotion

d)

a solution

37.

Learning about a customer through observing and listening to them.

a)

GO BROAD TO GO NARROW

b)

RAPID EXPERIMENTS WITH CUSTOMERS

c)

DEEP CUSTOMER EMPATHY

d)

NOE OF THE CHOICES ARE CORRECT

38.

Conducting tests with a customer to gather and analyze data.

a)

GO BROAD TO GO NARROW

b)

RAPID EXPERIMENTS WITH CUSTOMERS

c)

DEEP CUSTOMER EMPATHY

d)

NOE OF THE CHOICES ARE CORRECT

39.

Coming up with a large variety of solution ideas and then focusing on the ideas that are most likely to provide customer delight.

a)

GO BROAD TO GO NARROW

b)

RAPID EXPERIMENTS WITH CUSTOMERS

c)

DEEP CUSTOMER EMPATHY

d)

NOE OF THE CHOICES ARE CORRECT

40.

This principle helps teams think of new and bold ideas.

a)

GO BROAD TO GO NARROW

b)

RAPID EXPERIMENTS WITH CUSTOMERS

c)

DEEP CUSTOMER EMPATHY

d)

NOE OF THE CHOICES ARE CORRECT

41.

This helps to cultivate a shared understanding with the customer.

a)

GO BROAD TO GO NARROW

b)

RAPID EXPERIMENTS WITH CUSTOMERS

c)

DEEP CUSTOMER EMPATHY

d)

NOE OF THE CHOICES ARE CORRECT

42.

This principle helps to save teams time and resources.

a)

GO BROAD TO GO NARROW

b)

RAPID EXPERIMENTS WITH CUSTOMERS

c)

DEEP CUSTOMER EMPATHY

d)

NOE OF THE CHOICES ARE CORRECT

43.

IN ENTREPRENEURSHIP, "MVP" STANDS FOR.......

a)

minimimal viable product

b)

most valuable player

c)

minimum variable price

d)

most valuable product

44.

Looping Concepts:

____________saves teams time as it is the quickest way to test whether the solution meets customers’ needs.

a)

brainstorming

b)

Prototyping

c)

Collaboration

d)

none of the choices are correct

45.

Looping Concepts:

____________saves teams time as it is the quickest way to test whether the solution meets customers’ needs.

a)

brainstorming

b)

Prototyping

c)

Collaboration

d)

none of the choices are correct

46.

Companies use ______________ to run rapid experiments to test solution ideas with real customers.

a)

brainstorming

b)

Prototypes

c)

Collaboration

d)

none of the choices are correct

47.

Evaluating how customers interact with a prototype helps teams decide whether to continue moving forward with the idea ______________________ .

a)

or pivot to a different idea

b)

or given up on the process

c)

or start the process all over again

d)

none of the choices are correct

48.

As teams move through the ever-escalating loops, they determine which solution ideas to __________ and which ideas to pursue.

a)

eliminate

b)

adopt

c)

revise

d)

none of the choices are correct

49.

Design for Delight consists of three principles that aid in solving customer problems to providing customers with the highest level of delight.

_________________ is the second principle in the design thinking process.

a)

DEEP CUSTOMER EMPATHY

b)

GO BROAD TO GO NARROW

c)

RAPID EXPERIMENTS

d)

GO BROAD TO GO BROADER

50.

Design for Delight consists of three principles that aid in solving customer problems to providing customers with the highest level of delight.

_________________ is the FIRST principle in the design thinking process.

a)

DEEP CUSTOMER EMPATHY

b)

GO BROAD TO GO NARROW

c)

RAPID EXPERIMENTS

d)

GO BROAD TO GO BROADER

51.

Design for Delight consists of 3 principles that aid in solving customer problems to providing customers with the highest level of delight.

_________________ is the 3RD principle in the design thinking process.

a)

DEEP CUSTOMER EMPATHY

b)

GO BROAD TO GO NARROW

c)

RAPID EXPERIMENTS

d)

GO BROAD TO GO BROADER

52.

Deep Customer Empathy helps teams gain insights into their customer’s world. They learn their customer’s needs, motivations , desires, and behaviors while practicing this principle

a)

NEEDS, WANTS, DESIRES AND BEHAVIORS

b)

NEEDS, MOTIVATIONS, DESIRES AND ATTITUDES

c)

NEEDS, MOTIVATIONS, DESIRES AND BEHAVIORS

d)

NONE OF THE CHOICES ARE CORRECT

53.

What are the 3 metrics that measures customer delight?

a)

NEEDS, WANTS, DESIRES AND BEHAVIORS

b)

CUSTOMER BENEFIT, EASE AND POSITIVE EMOTION

c)

NEEDS, MOTIVATIONS, DESIRES AND BEHAVIORS

d)

NONE OF THE CHOICES ARE CORRECT

54.

____________ is the reason your product or service is valuable to customers

a)

Customer benefit

b)

The Price

c)

The Discount Offered

d)

NONE OF THE CHOICES ARE CORRECT

55.

Which of the following is NOT a principle of Design for Delight?

a)

Deep Customer Empathy

b)

Go Broad to Go Narrow

c)

Rapid Experiments

d)

Focus on Profit

56.

What is the main goal of Rapid Prototyping in the design thinking process?

a)

To create a perfect final product

b)

To quickly test and iterate on ideas

c)

To impress stakeholders with a detailed model

d)

To avoid user testing

57.

Which principle of Design for Delight involves generating a wide range of ideas before narrowing down to the most impactful ones?

a)

DEEP CUSTOMER EMPATHY

b)

GO BROAD TO GO NARROW

c)

RAPID EXPERIMENTS

d)

GO BROAD TO GO BROADER

58.

What is the main objective of Rapid Prototyping?

a)

To quickly create a functional model for testing and feedback.

b)

To create a final product for immediate release.

c)

To bypass the need for user testing.

d)

To focus on aesthetics rather than functionality.

59.

What does the term 'User Experience' primarily refer to in Design Thinking?

a)

The aesthetic appeal of a product.

b)

The cost-effectiveness of a product.

c)

The overall interaction and satisfaction of a user with a product.

d)

The marketing strategy for a product.