Lesson T1.1.1

T1.1.1 Researching user needs Quiz: KS3 Design & Technology, Unit 1

20 questions

In partnership with Revision Ninja

Lesson T1.1.1, Researching user needs: 20 multiple choice questions for the KS3 Design & Technology (National Curriculum), Unit 1: Design, written with Revision Ninja.

Host it live on the board and students join with a game code on their own devices, or revise alone with Free Play. The answers are revealed in the game.

Host this setFree Play

The 20 questions

  1. What is the primary purpose of using a questionnaire in research?

    • Measuring physical strength
    • Collecting written answers
    • Testing material durability
    • Observing live actions
  2. What is an example of primary user research?

    • Browsing competitor websites
    • Reading textbook chapters
    • Analysing market reports
    • Conducting user interviews
  3. What defines a user-centred design approach?

    • Prioritising company profits
    • Minimising production costs
    • Copying popular products
    • Focusing on user needs
  4. Why should designers study different cultures during research?

    • Reducing material waste
    • Finding cheapest suppliers
    • Understanding varying needs
    • Speeding up manufacture
  5. How best should a designer research lunchbox needs for pupils?

    • Copying older designs
    • Guessing online preferences
    • Observing and asking
    • Testing random materials
  6. What research step prevents failing left-handed users?

    • Ignoring minority feedback
    • Including diverse users
    • Using single viewpoints
    • Testing only adults
  7. Which technique is an example of observational research?

    • Surveying online crowds
    • Watching tool use
    • Calculating material costs
    • Reading market reports
  8. What is the main goal of a user needs analysis?

    • Identifying product requirements
    • Choosing brand colours
    • Pricing retail items
    • Selecting factory machinery
  9. Which type of data describes user opinions and qualities?

    • Qualitative data
    • Statistical data
    • Quantitative data
    • Numerical data
  10. Which example represents quantitative research data?

    • Eighty percent preference
    • General opinions given
    • Qualitative interview notes
    • Detailed user diary
  11. Why is asking 'Don't you think our design is brilliant?' a poor survey question?

    • It is leading
    • It is too brief
    • It uses complex words
    • It lacks numbers
  12. Why is a sample of 50 users better than 5?

    • Faster data collection
    • Larger representation
    • Cheaper survey costs
    • Simpler analysis steps
  13. What is the main risk of surveying the wrong demographic?

    • Slower CAD modelling
    • Misleading findings
    • Increased material expenses
    • Excessive prototype weight
  14. What is the best way to time a user opening a jar?

    • Guessing duration
    • Calculating weight limits
    • Reading historical sales
    • Observation and timing
  15. Who is considered a stakeholder in a design project?

    • Manufacturing staff only
    • Only paying clients
    • Anyone affected
    • The lead designer only
  16. Which method is commonly used to research existing products?

    • Random guessing
    • Cost estimation
    • Product analysis
    • Market surveying
  17. What should a designer research to make a cup easier for older customers?

    • Grip and lift
    • Metal strength
    • Colour preferences
    • Packaging materials
  18. What can the objections of non-buyers reveal during product research?

    • Manufacturing speed
    • Design weaknesses
    • Material costs
    • Advertising budgets
  19. Which research method best checks if a tool is safe for children?

    • Supervised prototype testing
    • Designer guesswork
    • Online questionnaires
    • Theoretical calculations
  20. A designer collects 40 answers and 28 say yes. What percentage said yes?

    • 70 per cent
    • 28 per cent
    • 68 per cent
    • 40 per cent

All KS3 Design & Technology quizzes