Lesson T3.3.2

T3.3.2 Refining with user and stakeholder views Quiz: KS3 Design & Technology, Unit 3

20 questions

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Lesson T3.3.2, Refining with user and stakeholder views: 20 multiple choice questions for the KS3 Design & Technology (National Curriculum), Unit 3: Evaluate, written with Revision Ninja.

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The 20 questions

  1. Why should designers refine ideas with the views of users?

    • Users only need to be consulted after the finished product is sold to buyers
    • Users show whether the design meets their real needs and preferences
    • Users replace the need for any testing or measurement of the whole design
    • Users are always wrong about what makes a good product for the market
  2. What is an interested group in a design project?

    • A group of shops that sell only the packaging for the design to the public
    • A group of machines that are used to make the whole product in the factory
    • A group affected by the product, such as parents, carers or teachers
    • A group of designers who only ever work on paper projects in the studio
  3. A design for a school bag is shown to pupils and staff. Why?

    • Only the staff can decide whether the bag will sell in the school shop
    • Neither group should see it until the bag is finished and ready to sell
    • Only the pupils need to see it, because they will buy it at the shop
    • Both groups can give useful views on the bag's use and safety
  4. What is a useful way to collect user views on a prototype?

    • Guessing what users would say and then writing that down in the notebook
    • A structured questionnaire or observation session with clear questions
    • Waiting for users to complain after the product has already been sold out
    • Asking one friend a vague question on the way out of the classroom door
  5. Why is feedback from users valuable after a first prototype?

    • It removes the need to produce any further prototypes
    • It proves the design is perfect and needs no further work
    • It shows what to change before the design is finalised
    • It only matters for the marketing of the product
  6. A user says a handle is uncomfortable. Which action follows best?

    • Keep the handle exactly as it is and tell users to simply get used to it
    • Record the comment, reshape the handle and test it with the user again
    • Remove the handle from the design altogether and sell the product without one
    • Dismiss the comment because only one person complained about the handle
  7. What is a potential conflict between stakeholder views?

    • Stakeholders only have views about the packaging of the finished design item
    • Stakeholders never disagree about any single part of a design in the project
    • All stakeholders always want exactly the same outcome from the whole design
    • Different groups may want different things, such as low cost and high quality
  8. How can a designer balance conflicting stakeholder views?

    • Choose the view of the person who speaks the loudest in the meeting room
    • Ignore all views except the designer's own opinion about the product
    • Make the product in as many different versions as possible to please everyone
    • Prioritise the specification points and explain the trade-offs made
  9. Why should a designer keep a record of feedback?

    • So the record can be used to avoid testing the same design again later on
    • So the feedback can be thrown away once the test has been finished
    • So the feedback can be sold to other companies working in the same market
    • So that the design decisions can be justified and traced later
  10. Which feedback is most useful for refining a product?

    • Specific comments linked to particular features of the design
    • Comments that only mention the product's packaging colour in the local shop
    • General comments such as the product is good or bad overall in use
    • Comments that come from people who never once used the product at all
  11. What is a focus group?

    • A group of shops that agree to sell the product in all of their stores
    • A team of designers who work only on the packaging of the product
    • A small group of people brought together to discuss a product
    • A group of machines used to test the product's strength in the lab
  12. A survey of 50 users shows 45 would use a product daily. What percentage is this?

    • 50 per cent
    • 95 per cent
    • 45 per cent
    • 90 per cent
  13. What is a usability test?

    • A test that checks the prototype's colour in daylight
    • Observing users trying to complete tasks with a prototype
    • A test that counts the screws used in the prototype
    • A test that measures the prototype's electrical resistance
  14. Which feedback method gives the most detailed understanding of a user's experience?

    • An interview where the user is asked open questions
    • A count of how many times the product is picked up in the shop
    • A single tick-box question with yes or no answers for the user
    • A printed label listing the product's features on the box front
  15. Why should a designer avoid leading questions when gathering user views?

    • They are not allowed to be used in any school project of any kind at all
    • They make the questionnaire take too long for the users to complete
    • They always produce answers that are far too short to use in the report
    • They can bias the answers towards the designer's preferred outcome
  16. A pupil asks a user Is the handle comfortable, yes or no? What is the drawback?

    • The question is never allowed in a school project
    • The question uses words that users cannot understand at all
    • The question is too long for the user to read easily
    • A yes or no answer gives little detail about why or how
  17. Why should a designer consider feedback from users with different needs?

    • Users with different needs always want the same features
    • A design that works for one group may fail for another
    • Feedback from different groups is never worth considering
    • Only the average user needs to be considered in any design
  18. Which information from a user test best supports a design change?

    • Evidence that a specific part caused a repeated problem for several users
    • A remark that the users seemed to be in a good mood during the trial
    • A guess that the product could be a little better in some small way
    • A comment about the colour of the testing room and its paint on the walls
  19. Why is it important to refine a design more than once?

    • Designs never need to change at all after the first version is complete
    • Each round of feedback can reveal new problems or new improvements
    • Refining only once is required by the specification for every project
    • Refining more than once always makes the design worse in the very end
  20. A design refinement cycle takes 2 days. How many days for 4 cycles?

    • 2 days
    • 4 days
    • 6 days
    • 8 days

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