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Design Thinking Quiz

Total questions: 40

Worksheet time: 20mins

Name
Class
Date
1.

Design Thinking is primarily a:

a)

Linear approach

b)

Human-centered approach

c)

Technical method

d)

Marketing strategy

2.

Which of the following is not a characteristic of design thinking?

a)

Collaborative

b)

Iterative

c)

Emotionless

d)

Creative

3.

What does the design thinking process begin with?

a)

Prototyping

b)

Ideation

c)

Testing

d)

Empathy

4.

The main aim of design thinking is to:

a)

Increase profit margins

b)

Reduce manufacturing costs

c)

Solve complex problems creatively

d)

Improve advertising

5.

Design thinking is both:

a)

Artistic and subjective

b)

Logical and technical

c)

Creative and analytical

d)

Old and traditional

6.

How many stages are there in the design thinking process?

a)

3

b)

5

c)

4

d)

6

7.

Which stage uses Point of View (POV) statements?

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

8.

What comes immediately after the ideate stage?

a)

Test

b)

Define

c)

Prototype

d)

Empathize

9.

The test stage helps in:

a)

Finalizing marketing

b)

Building brand awareness

c)

Evaluating prototypes

d)

Selling the product

10.

Which method is used in the empathize stage?

a)

Mind mapping

b)

Brainstorming

c)

Observation

d)

Wireframing

11.

Which of these is a visual tool used in ideation?

a)

Prototype

b)

Mind map

c)

Empathy map

d)

SCAMPER

12.

SCAMPER is a tool used to:

a)

Test user feedback

b)

Enhance creativity

c)

Build business models

d)

Market products

13.

The “Six Thinking Hats” tool is used to:

a)

Organize project timelines

b)

Evaluate competition

c)

View a problem from different perspectives

d)

Test prototypes

14.

Which tool supports non-linear problem solving?

a)

Linear Thinking

b)

Lateral Thinking

c)

Vertical Planning

d)

Step Analysis

15.

Brainstorming involves:

a)

Critiquing ideas early

b)

Limiting idea generation

c)

Free-flowing idea generation

d)

Structured evaluations only

16.

Creativity is defined as:

a)

Applying known methods

b)

Copying successful ideas

c)

Thinking of original and useful ideas

d)

Following standard rules

17.

Innovation involves:

a)

Creativity without action

b)

Implementing creative ideas

c)

Only designing

d)

Avoiding risk

18.

Which is a type of innovation?

a)

Social

b)

Product

c)

Business model

d)

All of the above

19.

Product innovation focuses on:

a)

Employee training

b)

Process improvements

c)

New or improved goods and services

d)

Market segmentation

20.

Social innovation aims to:

a)

Promote influencers

b)

Solve social challenges

c)

Improve entertainment

d)

Reduce business risks

21.

Design thinking in healthcare may help:

a)

Reduce taxes

b)

Improve patient experience

c)

Build hospitals faster

d)

Replace doctors

22.

In education, design thinking is used to:

a)

Increase homework

b)

Design engaging environments

c)

Punish students

d)

Promote competition

23.

Design thinking helps technology companies:

a)

Create apps that are user-friendly

b)

Reduce team size

c)

Avoid innovation

d)

Automate management

24.

Sustainable packaging is an example of design thinking applied to:

a)

Education

b)

Environment

c)

Finance

d)

Manufacturing

25.

What makes design thinking versatile?

a)

It’s expensive

b)

It’s used only in tech

c)

It’s user-centric and adaptable

d)

It avoids innovation

26.

Empathy mapping is part of:

a)

Testing

b)

Ideation

c)

Empathize

d)

Prototype

27.

“A student needs a way to organize notes because they lose track of study materials” is an example of:

a)

Mind mapping

b)

Brainstorming

c)

Point of View statement

d)

Test feedback

28.

“Encourage wild ideas” is a principle of:

a)

Define stage

b)

Test stage

c)

Ideate stage

d)

Empathize stage

29.

Clickable wireframes are:

a)

High-fidelity prototypes

b)

Medium-fidelity prototypes

c)

Low-fidelity ideas

d)

Testing tools

30.

Feedback from users is gathered in:

a)

Ideate

b)

Define

c)

Test

d)

Prototype

31.

Which is the most user-centric design approach?

a)

Traditional engineering

b)

Design thinking

c)

Marketing strategy

d)

Cost analysis

32.

Which term best represents “changing an existing idea to generate a new one”?

a)

Copying

b)

SCAMPER

c)

Planning

d)

Testing

33.

Observation in the empathize stage helps in:

a)

Testing prototypes

b)

Marketing

c)

Understanding user behavior

d)

Sales tracking

34.

Design thinking encourages:

a)

Quick decisions

b)

Avoiding user input

c)

Iterative learning

d)

Only expert opinions

35.

Divergent thinking is mostly seen in:

a)

Define stage

b)

Ideate stage

c)

Test stage

d)

Empathize stage

36.

One major benefit of design thinking is:

a)

Reducing testing costs

b)

Understanding and solving real problems

c)

Ignoring competitors

d)

Increasing ads

37.

The iterative nature of design thinking means:

a)

Steps are repeated based on feedback

b)

It ends after one cycle

c)

It is non-repeatable

d)

Feedback is ignored

38.

Which of these is NOT a benefit of design thinking?

a)

Enhancing empathy

b)

Fostering innovation

c)

Ignoring user needs

d)

Solving complex problems

39.

Lateral thinking helps in:

a)

Logical progression

b)

Step-by-step planning

c)

Indirect creative solutions

d)

Project scheduling

40.

Design thinking is especially useful when:

a)

Problems are well-defined

b)

Innovation is not needed

c)

Problems are complex and undefined

d)

Budget is unlimited