Lesson T1.2.2

T1.2.2 Generating creative ideas Quiz: KS3 Design & Technology, Unit 1

20 questions

In partnership with Revision Ninja

Lesson T1.2.2, Generating creative ideas: 20 multiple choice questions for the KS3 Design & Technology (National Curriculum), Unit 1: Design, written with Revision Ninja.

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The 20 questions

  1. What is biomimicry?

    • Designing products that are shaped like famous buildings and city monuments
    • Copying an existing product exactly and selling it at a much lower price
    • Using ideas from nature, such as living things, to solve design problems
    • Making products that imitate the look of heavy industrial machinery and tools
  2. Which is an example of biomimicry?

    • Velcro, inspired by burrs that stuck to a dog's fur
    • A kettle that is coloured like a tropical bird for sale
    • A bag with a picture of a fish printed across the front
    • A plastic chair that looks like a tree stump in a park
  3. Why use approaches like biomimicry to generate ideas?

    • To guarantee that the product will be cheap to manufacture
    • To avoid stereotypical, obvious responses to a problem
    • To make sure the final product is made from natural materials
    • To remove the need for research with the people who will use it
  4. Which technique generates many ideas quickly without judging them at first?

    • Evaluating a rival
    • Measuring a tool
    • Prototyping in card
    • Brainstorming
  5. What is a mind map used for?

    • Listing the costs of each material in a budget for the whole project
    • Recording the exact measurements of a finished part in the workshop log
    • Showing the order of the steps in a recipe for the class to follow
    • Showing linked ideas and themes around a central problem
  6. Which technique changes one feature of an existing product at a time to make new ideas?

    • Attribute listing, which changes one feature at a time
    • Testing a prototype against a written specification
    • Drawing an isometric view of an object in a sketch
    • Modelling a product with a computer simulation program
  7. A designer uses a flower's shape to inspire a light fitting. Which approach is this?

    • Market analysis, checking what rivals are currently selling
    • User research, asking people what they want to see
    • Reverse engineering, taking a product apart to learn from it
    • Biomimicry, using a natural form to inspire the design
  8. Why is a stereotypical response a problem?

    • It produces an idea that looks like the one everybody already has
    • It always uses more material than the design actually needs to work
    • It is always rejected by the teacher who marks the project at the end
    • It takes too long to draw in a sketchbook page for the lesson
  9. What is a concept sketch?

    • A quick drawing exploring an early idea
    • A photograph of a finished product in a shop window
    • A fully dimensioned drawing ready for manufacture
    • A computer program that controls a machine on the factory floor
  10. Which is the best way to choose between three ideas?

    • Pick whichever idea the teacher happened to like first in the discussion
    • Score each idea against the specification points and compare the scores
    • Choose the idea that has the longest written description on the page
    • Choose the one drawn most neatly in the sketchbook for the class display
  11. Why use a random stimulus in idea generation?

    • It removes the need to write a design specification at all for the product
    • It ensures that every idea uses the same single material throughout the design
    • A random word always gives the final name for the product being designed here
    • A random word or image can prompt connections the designer would not otherwise make
  12. What is lateral thinking?

    • Following a fixed order of steps to reach one single correct answer quickly
    • Approaching a problem from unexpected angles rather than the obvious route
    • Measuring a product from side to side across the bench before any cutting
    • Copying the design of a product from a magazine page without any changes
  13. A pupil's first idea for a pencil case looks like every shop's. Which action helps most?

    • Wait until the teacher suggests a shape to use before drawing anything
    • Copy the most popular pencil case from a shop window display in town
    • Keep the case the same size as the previous design in the project folder
    • Look at unusual sources such as nature or other cultures for new ideas
  14. What does divergent thinking mean in idea generation?

    • Dividing a large design into smaller identical parts for quick production
    • Producing many different possible solutions before narrowing down
    • Ranking existing products by their final selling price in local shops
    • Finding the single correct answer as quickly as possible in the lesson
  15. Which is a benefit of drawing several ideas quickly?

    • It means the final drawing will need no changes at all
    • It guarantees that a product will be made in a factory
    • It gives a wider range of options to develop and test
    • It removes any need for a design specification
  16. A designer studies a gecko's feet to design a grip pad. Which approach is this?

    • Reverse engineering, dismantling an existing product to learn
    • Biomimicry, using natural systems as a source of ideas
    • Market research, collecting shoppers' opinions on grips
    • Sustainability audit, measuring the product's carbon footprint
  17. Why might a designer use a morphological chart?

    • To list the materials needed for each part of the product across the project
    • To combine different features, such as shape and fastening, in many possible ways
    • To record each user's opinion of the finished prototype after the testing session
    • To show the timeline for when each part of the whole product will be made
  18. What is a prototype in the idea stage?

    • A quick model used to test and explore an idea
    • A finished product ready to be sold to customers
    • A written list of all the materials in a project
    • A photograph of the final design in a catalogue
  19. A designer must avoid obvious solutions. Which approach best meets this?

    • Keeping the very first idea and improving only its colour and surface finish
    • Generating ideas through a different route, such as an analogy with another context
    • Choosing the cheapest existing product on the market and buying it for the class
    • Asking all of the friends to vote on the most common idea they already know
  20. Which statement about generating ideas is most accurate?

    • Ideas should never be drawn at all until the whole product is finished
    • Creative ideas cannot be developed from any existing products at any stage
    • Only the first idea drawn is ever worth developing further in the project
    • Good ideas are often found by combining or adapting several earlier ideas

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