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Creative Interface Design

Art and Design • Year Year 12 • 40 • 30 students • Created with AI following Aligned with National Curriculum for England

Art and Design
2Year Year 12
40
30 students
29 August 2024

Teaching Instructions

Figma intro

Creative Interface Design

Overview

Subject: Art and Design
Level: Year 12
Curriculum Area: Digital Media, Graphic Design

Learning Objectives

  • Understand the basics of Figma for interface design.
  • Create a simple user interface (UI) prototype.
  • Evaluate the usability of their designs.

Materials

  • Laptops or tablets with internet access
  • Figma accounts (free version)
  • Projector and screen for demonstration
  • Printed handouts with Figma keyboard shortcuts
  • Samples of good UI designs for reference

Lesson Structure (40 minutes)

1. Introduction (5 minutes)

Activity: Brief Discussion and Objectives

  • Teacher’s Input:

    • Introduce the lesson objectives and outline the importance of digital design and user interfaces in today’s world.
    • Briefly discuss what Figma is: a powerful online tool for designing user interfaces and creating prototypes.
  • Student’s Activity:

    • Engage in a brief discussion about their experience with design tools and what they wish to learn.

2. Teacher Demonstration (10 minutes)

Activity: Interactive Figma Walkthrough

  • Teacher’s Input:

    • Project Figma on the screen, demonstrating account setup, navigating the interface, and basic tools (e.g., frames, shapes, text tools, layers).
    • Showcase a pre-designed simple interface to highlight Figma’s potential.
  • Student’s Activity:

    • Follow along the demonstration on their own devices, setting up their accounts and familiarising themselves with the basic tools.

3. Guided Practice (15 minutes)

Activity: Creating a Simple UI Prototype

  • Teacher’s Input:

    • Provide a step-by-step guide to design a basic mobile app UI, focusing on:
      • Creating a frame for a mobile device.
      • Adding basic UI elements (header, buttons, text fields).
      • Using layers and grouping elements.
      • Brief introduction to prototyping (linking buttons to frames).
  • Student’s Activity:

    • Work individually or in pairs to create their own simple mobile app UI following the teacher’s instructions.
    • Provide support and move around the class to assist students as needed.

4. Evaluation and Feedback (7 minutes)

Activity: Peer Review and Presentation

  • Teacher’s Input:

    • Introduce a quick peer review activity where students show their designs to a peer and provide constructive feedback using the 'Two Stars and a Wish' method (two positive points and one area for improvement).
  • Student’s Activity:

    • Present their UI designs to their peers and engage in the feedback process.
    • Make minor adjustments to their designs based on the feedback received.

5. Plenary (3 minutes)

Activity: Recap and Next Steps

  • Teacher’s Input:

    • Summarise the key learning points of the lesson.
    • Explain the importance of user experience and continuous iteration in design.
    • Introduce next lesson topics or homework (e.g., further exploration in Figma, bringing in their favourite app designs for analysis).
  • Student’s Activity:

    • Reflect on what they’ve learned and write down one new thing they found surprising or valuable.

Assessment

  • Formative: Observations during class, participation in discussions and activities, peer feedback.
  • Summative: Evaluate the final UI designs based on criteria provided earlier (e.g. usability, creativity, basic use of tools).

Differentiation

  • For Struggling Students:
    • Provide additional support and simplified tasks (e.g., starting with a very basic UI design).
  • For Advanced Students:
    • Encourage additional elements and complexity (e.g., incorporating advanced prototyping features).

Homework

  • Ask students to create a more detailed prototype over the week, applying more advanced tools and elements they explored today.

Catering to a variety of learning styles and ensuring the session is dynamic and engaging is key for a successful lesson. This plan combines visual, auditory, and kinesthetic activities, and incorporates collaborative and individual work to maintain student interest and maximise learning outcomes.

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