Professional Documents
Culture Documents
Question Bank Module 2
Question Bank Module 2
11. _____________ refers to seeing with our mind’s eye: conjuring up mental images, vivid
depictions of our ideas and insights about customers and their experiences.
a. Visualization
b. Journey mapping
c. Assumption testing
d. All of the above
12. _______ is the accelerator to understanding and unlocking great customer experiences. It is
essential to understand how businesses can reach their audiences in ways that will succeed.
a. Visualization
b. Story telling
c. Co creation
d. Journey mapping
19. Select a tool for design thinking that is a close relative to Visualization.
a. Prototyping
b. Story telling
c. Learning Launches
d. Assumption testing
21. Identify the type of tool for design thinking depicted in the image below.
a. Assumption testing
b. Learning launches
c. Storyboard
d. Mind map
23. ________________ combines a human need with a motivation for that need, so that it can be
proven or disproven.
a. creative space
b. hypothesis
c. lo-fi prototype
d. concept or activity
24. Identify the tool for design thinking depicted in the image below.
a. Visualization
b. Journey mapping
c. Rapid Concept development
d. Empathy map
25. Rapid concept development is an individual or core team project, while in brainstorming is a
larger team work with a detailed thinking. True/ False.
a. True
b. False
26. Assumption testing focus on __________, rather than ___________.
a. Employees, Customers
b. Assumptions, Reality
c. Solutions, Problems
d. All of the above
27. ________________ is any process that brings users and designers together to work
towards a shared goal.
a. Prototyping
b. Journey mapping
c. Mind mapping
d. Co creation
28. Learning launch is a learning experiment conducted quickly and inexpensively to gather
_____________________.
a. Customer feedback
b. Customers
c. Market driven data
d. Shareholders
29. Learning launches are called so, not as ‘Experiments’, because,
a. They are all about launching the final product.
b. They are meant to feel real to both launchers and customers.
c. They do not involve any type of experimentation.
d. All of the above.
30. 10×10, storyboard, nudge cards etc are tools used for____________.
a. Data Analysis
b. Visualization
c. Experimenting
d. Collecting feedback