
Technology • Year 8 • 50 • 19 students • Created with AI following Aligned with Australian Curriculum (F-10)
This is lesson 2 of 6 in the unit "User Interface Design Journey". Lesson Title: Identifying User Needs and Problems Lesson Description: In this lesson, students will engage in user research to identify a specific problem that needs solving. They will learn to make assumptions and gather insights about user needs, leading to the creation of a problem statement that will guide their design process.
Unit Title: User Interface Design Journey
Lesson Title: Identifying User Needs and Problems
Lesson Number: 2 of 6
Year Level: Year 8
Subject: Digital Technologies
Duration: 50 minutes
Class Size: 19 students
Curriculum Reference (Australian Curriculum: Digital Technologies Level 7-8):
By the end of this lesson, students will be able to:
Students will be successful when they:
Students have previously:
| Time | Activity | Description |
|---|---|---|
| 0-5 min | Introduction & Lesson Goal | Welcome students. Recap last week’s exploration of UI. Introduce the day's focus: identifying real-world problems through user research. |
| 5-10 min | Why Research is Key | Show two quick UI screenshots (e.g., an app with a confusing layout vs a user-friendly one). Ask: "Which is better? Why might it matter?" |
| 10-25 min | User Interview Exercise | Students pair up. One plays ‘user’, one plays ‘designer’. They conduct short 5-7 minute interviews using the User Interview Canvas. |
| Tip: Encourage thoughtful, open-ended questions. They can use school-based scenarios (e.g., difficulties with school apps/homework platforms). | ||
| 25-30 min | Mind Map Brain Dump | After the interviews, each student writes down everything they’ve learned about their ‘user’ on sticky notes. Categorise into needs, wants, frustrations. |
| 30-40 min | Define the Problem | Students write a Problem Statement using the following scaffold: |
| [User] needs a way to [solve problem] because [reason]. | ||
| e.g., “Sam, a Year 8 student, needs a way to more easily check homework assignments across subjects because jumping between apps confuses him.” | ||
| 40-45 min | Gallery Walk | Attach all problem statements to the wall. Students walk around, read them, and vote (3 sticky dot stickers or marker ticks) on the most compelling problems. |
| 45-50 min | Wrap-Up & Reflect | Discuss: What did we notice about users? What makes a good problem statement? Set up expectations for next lesson: generating design ideas. |
| Student Need | Strategy |
|---|---|
| EAL/D students | Provide visual aids and sentence stems for problem statement structure. |
| High-achievers | Challenge students to interview a different demographic (e.g., adults). |
| Students with learning support needs | Pair with strong communicators, provide printed scaffolded templates. |
Optional Extension: Interview a family member/friend about a tech frustration they’ve had.
Write a new problem statement for practice, to bring to next class.
This lesson feeds directly into Lesson 3: Ideation and Sketching, where students will begin developing wireframe ideas to solve the user problem they’ve identified today.
Introduce a version of "empathy mapping" next lesson to deepen students’ understanding of their user persona’s context. This can feed directly into the user-centric wireframing process.
“Write down one thing you learnt about someone else’s experience with technology today that surprised you.”
Collect as they walk out to assess depth of insight and engagement.
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