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Innovation and Invention Worksheet

Total questions: 50

Worksheet time: 25mins

Name
Class
Date
1.

Which definition best describes innovation according to as discussed in class?

a)

Using legal processes to protect an idea with patents

b)

The creation of something entirely new that did not exist before

c)

Copying existing products without changes

d)

The improvement, adaptation or new application of existing invention to create value and impact

2.

Which statement correctly describes invention as distinct from innovation?

a)

Invention always refers to improving existing products for profits

b)

Invention means applying an invention widely to create value

c)

Invention is the creation of something entirely new that did not exist before

d)

Invention is the same as innovation and can be used interchangeably

3.

Which of the following pairs from the examples best illustrates innovation (an improvement or new application of an earlier invention)?

a)

A) Penicillin drugs — The initial discovery of penicillin

b)

B) First airplane — The first wing design

c)

C) Coal fire — Fire itself

d)

D) Letter writing — Emailing

4.

Which option is NOT one of the five stages of the Design Thinking process (E-D-I-P-T)?

a)

A) Ideate

b)

B) Define

c)

C) Implement

d)

D) Empathize

5.

What is the main goal of the Empathize phase in design thinking?

a)

To gain a deep understanding of the people you are designing for and uncover their needs, motivations and pain points

b)

To write detailed technical specifications without user input

c)

To finalize business metrics and pricing

d)

To immediately build a fully functioning product

6.

Which is a recommended best practice for conducting interviews during the empathize phase?

a)

Prepare an interview guide, not a script, and ask open-ended questions

b)

Avoid asking about users' experiences

c)

Only ask yes/no questions to save time

d)

Prepare a rigid script and follow it line-by-line

7.

Which best practice is recommended for observation as part of empathy research?

a)

Observe users in their natural context and avoid intervention initially

b)

Rely solely on what users say rather than what they do

c)

Observe only in laboratory settings removed from context

d)

Interrupt users frequently to ask clarifying questions

8.

Which of the following is an active listening technique emphasized in class?

a)

Paraphrase and summarize what the user said

b)

Ask only factual yes/no questions

c)

Respond immediately with solutions

d)

Ignore nonverbal cues and focus on words only

9.

What does 'iterative' mean in the context of design thinking and user experience development?

a)

Designing only based on initial assumptions without user feedback

b)

Performing or repeating activities in cycles to continuously create, test and refine designs

c)

Completing the five stages once in a fixed order with no repetition

d)

Delivering a final product without prototypes

10.

Which of the following is NOT listed as a reason empathy is important in the context?

a)

Improves communication

b)

Fosters inclusivity

c)

Increases technical coding speed and programming ability

d)

Builds strong relationships

11.

Which of the following is an example of innovation?

a)

The first airplane

b)

Commercial airplanes

c)

The printing presses

d)

Penicillin drugs

12.

What does the 'Define' stage in the design thinking process involve?

a)

Stating users' needs and problems clearly

b)

Brainstorming solutions

c)

Creating low-cost models

d)

Testing prototypes

13.

What is the first key approach to understanding user needs during the 'Empathize' phase?

a)

Active Listening

b)

Avoiding all assumptions

c)

Focusing only on surface-level information

d)

Using rigid scripts

14.

Another key approach to truly understanding user needs during the Empathize phase?

a)

Using scripted yes/no questions

b)

Avoiding assumptions and asking "why" repeatedly

c)

Focusing on general opinions rather than specific experiences

d)

Observing users only in artificial settings

15.

What is the purpose of the 'Test' stage in the design thinking process?

a)

To create low-cost models

b)

To gather user feedback and refine prototypes

c)

To define user needs

d)

To brainstorm solutions

16.

What is a key benefit of empathy in design thinking?

a)

It reduces the need for user feedback

b)

It fosters inclusivity

c)

It eliminates all assumptions

d)

It simplifies the design process

17.

Which of these is an example of an old invention?

a)

Wireless mobile phones

b)

The first airplane

c)

Digital computers

d)

Automated cars

18.

Which of the following is NOT a key approach to understanding user needs?

a)

Active Listening

b)

Avoiding Assumptions

c)

Focusing on 'Why'

d)

Providing solutions

19.

What is the first stage of the Design Thinking process?

a)

Define

b)

Empathize

c)

Ideate

d)

Prototype

20.

Which of the following is an example of a past innovation?

a)

Emailing

b)

Solar Panels

c)

Telegram

d)

Automated cars

21.

Which of the following best describes the nature of the design thinking process?

a)

Strictly linear and sequential

b)

Iterative and non-linear

c)

Focused only on designers’ opinions

d)

A one-time process without repetition

22.

Which of the following is NOT listed as a benefit of developing empathy?

a)

Builds strong relationships

b)

Enhances problem-solving

c)

Increases conflict among team members

d)

Fosters inclusivity

23.

The Design Thinking is a...?

a)

Way that is extremely useful when used to tackle complex problems that are already known or solved

b)

Methodology that provides a solution-based approach to solving problems

c)

Way of giving partial attention while multitasking

d)

Governmental use of conflict resolution

24.

Some Observation Skills include the following EXCEPT?

a)

Notice tone of voice

b)

Giving partial attention while multitasking

c)

Practice people-watching

d)

Pay attention to body language

25.

The last stage of the Design Thinking process is?

a)

Test

b)

Prototype

c)

Analyse

d)

Iterate

26.

What is code in programming?

a)

A) A step-by-step plan to solve a problem

b)

B) Text written in a programming language to give instructions to a computer

c)

C) A recipe for cooking food

d)

D) A type of computer hardware

27.

Which of the following best describes an algorithm?

a)

A programming language

b)

A set of instructions designed to perform a specific task

c)

A computer screen

d)

A character in Scratch

28.

Which of the following is NOT a typical stage of an algorithm?

a)

Input

b)

Processing

c)

Random guessing

d)

Termination

29.

Which of the following best distinguishes code from an algorithm?

a)

Code is a step-by-step plan, whereas an algorithm is the programming language used.

b)

Code is the written instructions in a programming language, while an algorithm is the logical sequence of steps to solve a problem.

c)

Code refers to recipes, and algorithms refer to computer programs.

30.

Which of the following sequences correctly describes the typical stages of algorithm functionality?

a)

Input → Output → Looping → Decision Making → Processing → Termination

b)

Processing → Input → Looping → Decision Making → Output → Termination

c)

Input → Processing → Decision Making → Looping → Output → Termination

d)

Input → Decision Making → Processing → Looping → Output → Initialization

31.

In the analogy of a recipe, what does the recipe itself represent?

a)

The detailed instructions for the cook.

b)

The algorithm or the step-by-step plan.

c)

The specific programming language used.

d)

The final dish prepared.

32.

Which of the following is an everyday example that illustrates the concept of an algorithm?

a)

The text of a novel.

b)

Following a recipe to bake a cake.

c)

A computer's graphical user interface.

d)

A photograph of a landscape.

33.

What is a critical requirement for any algorithm to function correctly?

a)

It must have a defined stopping point.

b)

It must be written in a high-level programming language.

c)

It must involve decision-making and looping stages.

34.

Why is it important for an algorithm to have a defined stopping point?

a)

To ensure it can be compiled into machine code.

b)

To prevent the computer from running out of memory.

c)

To ensure it does not run indefinitely.

d)

To allow for user interaction during execution.

35.

Which of the following real-world examples is NOT mentioned as an illustration of an algorithm?

a)

Tying your shoes

b)

Driving to or from somewhere

c)

Calculating taxes on income

d)

Following a bedtime routine

36.

What are "Sprites" in Scratch?

a)

They are blocks of code

b)

They are characters or objects

c)

They are backdrops

d)

They are event triggers; activated by the Green Flag.

37.

How can you add a new sprite in Scratch?

a)

Clicking the green flag

b)

Clicking the small round blue button with a plus sign below the stage

c)

Dragging blocks into the coding area

d)

Selecting from the blocks palette

38.

What is the first step in making a sprite move with the mouse in Scratch?

a)

Choose a sprite

b)

Click the green flag

c)

Select the backdrop

d)

Pick the 'when clicked' block

39.

In the Scratch interface, where is the primary area for assembling code blocks located?

a)

Below the Stage with a blue plus button

b)

The Coding Area in the middle

c)

The Blocks palettes on the left

d)

The Stage on the right

40.

The "Blocks Palette" in Scratch is primarily used for what purpose?

a)

To run the program and see the results.

b)

To define the visual appearance of the stage.

c)

To store saved versions of the project.

d)

To hold and organize the coding blocks that can be dragged into the coding area.

41.

What is the coding area in Scratch sometimes referred to as?

a)

The stage

b)

The sandbox

c)

The blocks palette

d)

The sprite area

42.

What is the “Stage” in Scratch?

a)

The area where you drag blocks to code

b)

The preview area where your program runs

c)

The list of coding blocks

d)

The menu to save files

43.

In Scratch, where can a user see the results of their programmed actions?

a)

The Sprite selection button

b)

The Coding Area

c)

The Blocks palette

d)

The Stage

44.

What does clicking the green flag above the stage do in Scratch?

a)

Saves your program

b)

Runs or previews your program

c)

Deletes sprites

d)

Opens the file menu

45.

What is the purpose of the 'If on edge, bounce' block in Scratch?

a)

To make the sprite bounce off the edges

b)

To change the sprite's colour

c)

Moves the sprite a specified number of steps

d)

To save the project

46.

What does the 'move steps' block do in Scratch?

a)

Moves the sprite a specified number of steps

b)

To make the sprite bounce off the edges

c)

Moves the sprite up and down

d)

Deletes the sprite

47.

When experimenting with the “set rotation style” block in Scratch, which of the following is NOT one of the rotation options?

a)

A) “left-right”

b)

B) “all around”

c)

C) “no rotation”

d)

D) “don’t rotate”

48.

If a sprite is at the center of the Scratch Stage (X=0, Y=0) and you use the 'Change y by -20' block, where will the sprite move?

a)

20 units to the right

b)

20 units upwards

c)

20 units downwards

d)

It will not move as the starting position is the center.

49.

In the Scratch coordinate system activity, what effect does typing a negative number into a “Change x by…” block have on the sprite’s movement?

a)

Moves the sprite right on the x-axis

b)

Moves the sprite left on the x-axis

c)

Moves the sprite up on the y-axis

50.

What is the correct procedure to save a Scratch project to your computer?

a)

Click the green flag above the stage, then click "save as" on the main menu.

b)

Go to File in the top bar, then select “save to your computer.”

c)

Right-click on the stage and select “export project.”

d)

Use the blocks palette to drag a “save project” block into the coding area.