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Unit I - Understanding Creativity; Unit II - Design Thinking

Total questions: 50

Worksheet time: 25mins

Name
Class
Date
1.

Which of the following best defines “Creativity” in design?

a)

Copying ideas with modification

b)

Using imagination to create something original

c)

Imitating existing designs

d)

Avoiding experimentation

2.

Storyboarding in design is mainly used for:

a)

Writing academic reports

b)

Visualizing the sequence of ideas or scenes

c)

Creating color palettes

d)

Brainstorming team names

3.

Abstract thinking in design helps a designer to:

a)

Replicate real objects as they are

b)

Represent ideas through symbols and imagination

c)

Avoid metaphors

d)

Focus only on technical drawings

4.

Which of the following is an unconventional medium for creative expression?

a)

Clay model

b)

Digital collage

c)

Script writing

d)

All of the above

5.

Story maps help designers to:

a)

Plot events and emotions spatially

b)

Show linear text-based stories only

c)

Avoid narrative flow

d)

Reduce teamwork

6.

“Concrete Creativity” refers to:

a)

Creativity using real and tangible materials

b)

Imaginary visual concepts

c)

Digital simulation only

d)

Verbal communication

7.

A storyboard is to a designer what a ____ is to a filmmaker.

a)

Script

b)

Camera

c)

Frame

d)

Director

8.

The main goal of acting or enacting through theatre in creative design is to:

a)

Improve presentation skill

b)

Boost empathy and emotional understanding

c)

Replace design drawing

d)

Simplify reports

9.

Creating art from waste materials in model rooms primarily encourages:

a)

Reuse and sustainability

b)

More expenditure

c)

Decorative waste

d)

Digital-only art

10.

A key outcome of interdisciplinary creative activities is:

a)

Narrowing thought

b)

Integration of ideas from different domains

c)

Avoiding collaboration

d)

Ignoring feedback

11.

“What is Design?” mainly focuses on:

a)

Aesthetics only

b)

Function, form, and empathy

c)

Decoration

d)

Marketing alone

12.

Design Thinking begins with:

a)

Ideation

b)

Empathy

c)

Prototype

d)

Marketing

13.

Boosting visual representation in design can be improved by:

a)

Using metaphors and analogies

b)

Avoiding colors

c)

Reducing sketches

d)

Copying samples

14.

Which of the following best defines metaphor in design?

a)

Literal representation of an object

b)

Using one concept to represent another idea

c)

Drawing real objects only

d)

Ignoring imagination

15.

A color theory applied in room design primarily influences:

a)

Furniture weight

b)

Psychological mood and ambience

c)

Lighting cost

d)

Flooring materials

16.

Using different colors for the same room helps to:

a)

Reduce cost

b)

Create varied moods and spatial experiences

c)

Make it confusing

d)

Reduce user comfort

17.

Empathy in design thinking is crucial because:

a)

It connects designer to user needs

b)

It reduces material cost

c)

It focuses on marketing trends

d)

It eliminates prototyping

18.

Understanding non-verbal communication helps in:

a)

Enhancing visual storytelling

b)

Avoiding collaboration

c)

Replacing presentation

d)

Limiting gestures

19.

In team-based design thinking, individual contribution ensures:

a)

Collective innovation

b)

Unnecessary competition

c)

Isolation

d)

Miscommunication

20.

A fashion model made from waste material reflects:

a)

Sustainable design ideology

b)

Waste management failure

c)

Market rejection

d)

Decorative purpose only

21.

Mind mapping helps in:

a)

Structuring ideas visually

b)

Avoiding brainstorming

c)

Limiting data collection

d)

Making unrelated topics

22.

Brainstorming is most effective when:

a)

Ideas are judged immediately

b)

Free flow of ideas is encouraged without criticism

c)

Only one person speaks

d)

Data is ignored

23.

Grassroot design refers to:

a)

Elite-level industrial design

b)

Community-based problem-solving

c)

Corporate decision making

d)

Top-down planning

24.

A context map in design helps to:

a)

Identify stakeholders and environment

b)

Simplify prototypes

c)

Replace brainstorming

d)

Avoid empathy

25.

Grouping information in mind mapping helps in:

a)

Categorizing and connecting similar ideas

b)

Ignoring relationships

c)

Random arrangement

d)

Avoiding synthesis

26.

Data collection in creative design ensures:

a)

Empirical support and contextual accuracy

b)

Guesswork

c)

Ignoring feedback

d)

Reducing analysis

27.

Mind map models using waste materials promote:

a)

Innovation through tangible visualization

b)

Digital-only thinking

c)

Theory over practice

d)

Isolation of ideas

28.

Real-life problem mapping helps students to:

a)

Understand human-centered design

b)

Work in isolation

c)

Avoid community input

d)

Imitate others

29.

The use of color in mind maps improves:

a)

Memory retention and idea grouping

b)

Visual confusion

c)

Complexity

d)

Uniformity

30.

Grassroot innovation is based on:

a)

Local knowledge and sustainable practice

b)

Imported solutions

c)

Theoretical learning

d)

Outsourced design

31.

SCAMPER technique stands for:

a)

Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse

b)

Start, Create, Apply, Model, Present, Evaluate, Reflect

c)

Simplify, Change, Arrange, Manage, Prepare, Execute, Review

d)

None of the above

32.

The “Substitute” step in SCAMPER means:

a)

Replacing a component to improve design

b)

Removing creativity

c)

Copying models

d)

Ignoring materials

33.

Edward De Bono’s Six Thinking Hats focus on:

a)

Parallel thinking from different perspectives

b)

Arguing to reach a single viewpoint

c)

Following a fixed sequence of steps only

d)

Artistic drawing techniques

34.

The Blue Hat in De Bono’s method represents:

a)

Control and organization of thinking

b)

Emotions

c)

Creativity

d)

Caution

35.

The Green Hat stands for:

a)

Creativity and new ideas

b)

Logic and facts

c)

Warnings

d)

Emotions

36.

The Red Hat focuses on:

a)

Feelings and intuition

b)

Facts and data

c)

Neutral observation

d)

Negative feedback

37.

In creative problem-solving, 6-8-5 technique refers to:

a)

6 ideas in 8 minutes by 5 people

b)

5 ideas in 6 minutes by 8 people

c)

8 ideas in 5 hours

d)

6 people in 5 groups

38.

Ideology in creative design refers to:

a)

The belief system guiding the creative process

b)

Ignoring culture

c)

Copying trends

d)

Replacing emotion with logic

39.

Applying SCAMPER on a waste material model encourages:

a)

Innovative repurposing and design ideation

b)

Resource wastage

c)

Theoretical approach

d)

Ignoring sustainability

40.

Creative thinking techniques are primarily used to:

a)

Generate novel solutions

b)

Avoid teamwork

c)

Replace presentation

d)

Delay project submission

41.

Team-based design projects promote:

a)

Collaboration and feedback sharing

b)

Individual dominance

c)

Avoidance of teamwork

d)

Competition

42.

Feedback analysis helps in:

a)

Improving design based on critique

b)

Ignoring user opinion

c)

Marketing only

d)

Reducing innovation

43.

Marketing of a creative product depends most on:

a)

Visual storytelling and audience connection

b)

High cost

c)

Technical jargon

d)

Avoiding empathy

44.

Using color theory in product marketing improves:

a)

Emotional appeal and brand identity

b)

Production speed

c)

Material quality

d)

None of these

45.

A “Report Writing” component in design projects ensures:

a)

Documentation of process and learning

b)

Avoiding reflection

c)

Copying formats

d)

Reducing understanding

46.

Critical analysis in design helps to:

a)

Evaluate strengths, weaknesses, and opportunities

b)

Ignore mistakes

c)

Reduce innovation

d)

Simplify only visuals

47.

Individual presentations are important because:

a)

They develop confidence and articulation

b)

They replace teamwork

c)

They reduce empathy

d)

They avoid feedback

48.

Fashion/traditional models made from waste material aim to:

a)

Integrate cultural expression with sustainability

b)

Promote consumerism

c)

Reduce creativity

d)

Ignore local culture

49.

Listening and reading comprehension in creative communication develop:

a)

Understanding of design context and audience

b)

Memorization only

c)

Visual dependency

d)

None of the above

50.

Marketing strategy for a waste-material model should focus on:

a)

Sustainability, storytelling, and innovation

b)

Cost-cutting only

c)

Flashy packaging

d)

Copying famous brands