Key terms

Stakeholder
A person affected by a design, such as the students, the teacher and the caretaker.
Research
Finding facts by measuring, counting, asking people and looking at what others have tried.
Brainstorm
Coming up with lots of ideas, even wild ones, before choosing the most promising.
Prototype
A quick, cheap model, made from things like cardboard and tape, that you build to test an idea.
Feedback
What you learn from testing, which helps you improve your design.

Transcript

0:00

Every wet day at our school, the same thing happens. A muddy mountain of shoes, piled up at the classroom door. Can we design our way out of this mess?

0:10

Designers start with the need. Shoes need a dry, tidy place to wait. But who is it for? Those are your stakeholders: the students, the teacher, even the caretaker who cleans up the mud.

0:24

Next, research. Measure the doorway. Count the shoes. Ask people what bugs them. Look at what other schools have tried. Good designs are built on facts, not guesses.

0:36

Then brainstorm. Go for lots of ideas, even wild ones! Hooks, cubbies, a shoe conveyor belt. Then pick the most promising one and sketch a plan.

0:48

Now build a prototype: a quick, cheap model to try out. Cardboard, tape and hot glue. It doesn't need to be pretty. It needs to be tested.

0:58

So test it, with real users. Uh oh. Big shoes don't fit. Muddy water drips everywhere. And the caretaker is not happy! That's not failure. That's feedback!

1:12

Evaluate, improve, and go round again. Wider slots, a tilted rack, and a tray to catch the drips. Test it again. Much better! Design is a loop, not a line.

1:26

So remember: Start with a real need and real people. Build it quick and cheap. Then test, learn and improve, again and again. So, what problem will you solve?

Sources

Every fact in the video, and where it comes from.

  1. 1
    technologyonline.tki.org.nz/Technology-in-the-NZC/Technological-practice/O…
    • In the NZ Technology curriculum, technological practice includes brief development (identifying a need or opportunity and stakeholders), planning, and outcome development and evaluation.
  2. 2
    techlink.org.nz/curriculum-support/strategies/tp-outcomes/leve…
    • Students produce and trial prototypes and gather stakeholder feedback to refine designs.
  3. 3
    technologyonline.tki.org.nz/content/download/36301/179489/file/Progression…
    • Senior primary/intermediate students communicate design ideas to end-users to gain feedback, then select and refine a design.
  4. 4
    dschool.stanford.edu/resources/design-thinking-bootleg
    • Design thinking is iterative: empathise, define, ideate, prototype, test, and repeat (Stanford d.school).

Teaching this next week?

Kuraplan turns this topic into a lesson plan, slides and a worksheet for your class in about a minute.

Plan a lesson on this topic