D.Standards - Rookie Test

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| By Xenonni
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D.Standards - Rookie Test - Quiz

Check if you are ready for the test element D. Skills level 1


Questions and Answers
  • 1. 

    How is the principle “human-centered” applied in Design Thinking? (more than one correct answer is possible)

    • A.

      By immersing yourself in the users' lives and try to deeply understand their needs

    • B.

      By keeping in mind during the whole process, how much users are willing to spend

    • C.

      By using the highest quality materials to provide users the best possible solution

    • D.

      By using methods that have users as reference center

    • E.

      By designing precisely written requests from users

    Correct Answer(s)
    A. By immersing yourself in the users' lives and try to deeply understand their needs
    D. By using methods that have users as reference center
    Explanation
    In Design Thinking, the principle of being "human-centered" is applied by immersing oneself in the users' lives and deeply understanding their needs. This involves empathizing with the users, observing their behaviors, and gaining insights into their experiences. Additionally, Design Thinking also uses methods that have users as the reference center, meaning that their perspectives, preferences, and feedback are taken into consideration throughout the design process. By prioritizing the users' needs and involving them in the design process, Design Thinking ensures that the solutions created are relevant, effective, and meaningful to the users.

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  • 2. 

    What is the meaning of "fail early, learn fast"?

    • A.

      To not feel the pressure of failing in any stage of the project

    • B.

      To fear failure as a delay in the project progress

    • C.

      To embrace failure as an opportunity to learn from it

    • D.

      To learn that failure is allowed to happen only in the early stages of the project

    Correct Answer
    C. To embrace failure as an opportunity to learn from it
    Explanation
    "Fail early, learn fast" means that instead of fearing failure or trying to avoid it, one should embrace failure as an opportunity to learn and grow. It encourages individuals to take risks and try new things, knowing that failure is a natural part of the learning process. By failing early and learning from those failures, individuals can iterate and improve their approach, ultimately leading to greater success in the long run.

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  • 3. 

    What means "embrace ambiguity" in terms of Design Thinking?

    • A.

      Feeling comfortable within a team that is built up interculturally

    • B.

      Feeling comfortable with the fact that the exploration place of the project is unknown

    • C.

      To pursue a solution which is already known

    • D.

      To embrace the possibility of failure

    Correct Answer
    B. Feeling comfortable with the fact that the exploration place of the project is unknown
    Explanation
    "Embrace ambiguity" in terms of Design Thinking means feeling comfortable with the fact that the exploration place of the project is unknown. This implies being open to uncertainty and not having a predetermined solution or outcome in mind. It involves being willing to explore different possibilities, experiment, and iterate in order to find the best solution. This mindset allows designers to embrace the creative process, adapt to new information, and discover innovative solutions that may not have been initially anticipated.

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  • 4. 

    What is a Design thinker suggested to do when he/she encounters failure? (more than one correct answer is possible)

    • A.

      Allow him/herself to grieve for a short amount of time

    • B.

      Neglect it and move on

    • C.

      Learn from it and move on

    • D.

      Accept it as an inherent part of the designing process

    Correct Answer(s)
    C. Learn from it and move on
    D. Accept it as an inherent part of the designing process
    Explanation
    When a Design thinker encounters failure, they are suggested to learn from it and move on. This means reflecting on the failure, understanding what went wrong, and using that knowledge to improve future designs. Additionally, they are also advised to accept failure as an inherent part of the designing process. This mindset allows them to embrace failure as a learning opportunity and not get discouraged or give up easily.

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  • 5. 

    The participants in an interdisciplinary team in Design Thinking are generally...  

    • A.

      ...from different fields of expertise

    • B.

      ...younger than the age of 20

    • C.

      ...very competitive towards each other

    • D.

      ...specialists in computer science

    Correct Answer
    A. ...from different fields of expertise
    Explanation
    In Design Thinking, interdisciplinary teams are composed of individuals from different fields of expertise. This is because Design Thinking encourages collaboration and diverse perspectives to solve complex problems. By bringing together people with different knowledge and skills, the team can leverage their unique strengths and experiences to generate innovative solutions. This allows for a more comprehensive and holistic approach to problem-solving, leading to better outcomes.

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  • 6. 

    Which of the following is right regarding observation?  

    • A.

      Observation can help designers understand hopes, fears and motivations of users

    • B.

      Observation is not a method that should be used in Design Thinking

    • C.

      Observation is a method that helps produce high resolution prototypes

    • D.

      Before observation, designers should be aware of what to expect

    Correct Answer
    A. Observation can help designers understand hopes, fears and motivations of users
    Explanation
    Observation is a valuable method for designers as it allows them to gain insights into the hopes, fears, and motivations of users. By observing users in their natural environment or during user testing sessions, designers can gather firsthand information about how users interact with a product or service. This information can then be used to inform the design process and create solutions that better meet the needs of the users. Therefore, observation is an important tool in Design Thinking.

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  • 7. 

    What is shown below?  

    • A.

      Empathy map

    • B.

      Customer journey map

    • C.

      Customer experience map

    • D.

      Customer selection matrix

    Correct Answer
    A. Empathy map
    Explanation
    The image shown below is an empathy map. An empathy map is a visual tool used to understand and empathize with the needs, thoughts, and emotions of a specific target audience or customer segment. It helps in gaining insights into the customer's perspective, allowing businesses to better understand their customers and design products or services that meet their needs effectively.

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  • 8. 

    Why create a Persona? (more than one correct answer is possible)

    • A.

      To motivate the team for upcoming work

    • B.

      To understand users' goals and desires

    • C.

      To create a detailed profile for everyone in the team

    • D.

      To identify the existing competitors

    Correct Answer
    B. To understand users' goals and desires
    Explanation
    Creating a persona helps in understanding users' goals and desires. By creating a fictional representation of the target audience, it becomes easier to empathize with their needs and preferences. This understanding allows the team to design products or services that cater to the users' requirements, leading to better user experiences and increased customer satisfaction.

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  • 9. 

    Why should you use prototyping? (more than one correct answer is possible)

    • A.

      To reduce misunderstandings regarding the necessary functions

    • B.

      To figure out the creativity of the team

    • C.

      To be able to test different ideas

    • D.

      To visualize ideas

    Correct Answer(s)
    A. To reduce misunderstandings regarding the necessary functions
    C. To be able to test different ideas
    D. To visualize ideas
    Explanation
    Using prototyping can help reduce misunderstandings regarding the necessary functions because it allows stakeholders to see and interact with a tangible representation of the product, making it easier to understand and provide feedback. It also allows for testing different ideas, as prototyping allows for quick iterations and experimentation. Additionally, prototyping helps visualize ideas, making it easier to communicate and align the team's vision.

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  • 10. 

    Which of the following are drawbacks of paper prototyping? (more than one correct answer is possible)  

    • A.

      It requires design skills and resources

    • B.

      It does not support fast changes

    • C.

      It is easy to get carried away and design unrealistic

    • D.

      The prototyping requires a lot of preparation time

    • E.

      It can look trivial

    Correct Answer(s)
    C. It is easy to get carried away and design unrealistic
    E. It can look trivial
    Explanation
    Paper prototyping can have drawbacks such as the ease of getting carried away and designing unrealistic solutions. Since it is a low-fidelity method, it can also look trivial. However, it does not require design skills and resources, as it can be done with basic materials. It also allows for fast changes and does not necessarily require a lot of preparation time.

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  • Current Version
  • Mar 16, 2023
    Quiz Edited by
    ProProfs Editorial Team
  • Sep 27, 2018
    Quiz Created by
    Xenonni
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