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Designing Digital Solutions

Technology • Year 6 • 45 • 30 students • Created with AI following Aligned with National Curriculum for England

Technology
6Year 6
45
30 students
2 January 2026

Teaching Instructions

Write a lesson that covers all of the projects listed

Overview

This 45-minute lesson enables Year 6 students to explore how technology and design combine to create user-friendly digital products, such as websites and apps. Inspired by real-world digital design projects, including those by UX designer Emory Fierlinger, pupils will gain hands-on experience with basic prototyping and learn how technology can solve everyday problems creatively and sustainably, aligning with the National Curriculum for Computing.


National Curriculum Links

  • Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts (Computing programmes of study: Key Stage 2, Years 5 and 6)
  • Use logical reasoning to explain how some simple algorithms work and detect and correct errors in algorithms and programs (Computing KS2)
  • Understand computer networks including the internet; how they provide multiple services such as the World Wide Web (Computing KS2)
  • Select, use and combine a variety of software (including internet services) on a range of digital devices to design and create programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information (Computing KS2)
  • Understand the opportunities computer networks offer for communication and collaboration (Computing KS2)
  • Use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour and know how to report concerns (Computing KS2)

Learning Objectives

By the end of this session, pupils will be able to:

  1. Describe what a digital product (website or app) is and identify examples from everyday life.
  2. Understand the role of a UX designer in creating user-friendly experiences.
  3. Prototype a simple digital solution to a common problem using paper and simple tools.
  4. Explain how technology can be used to solve environmental or social challenges.
  5. Demonstrate safe and responsible use of technology and digital collaboration.

Resources Needed

  • Large sheets of paper (A3 if possible) and coloured pens
  • Tablets or laptops with simple prototyping software (e.g., Google Slides or a simple flowchart app) — optional
  • Printed examples of UX designs or wireframes (adapted from Emory Fierlinger’s projects, simplified)
  • Whiteboard and markers
  • Projector (to display examples and instructions)
  • Sticky notes

Lesson Structure

1. Starter (5 minutes) – What is a Digital Product?

  • Ask pupils to shout out different types of digital products they use daily (apps, websites, calculators, games).
  • Show simple images of Emory Fierlinger’s projects—such as the RoadtripMagic fuel calculator and Upstock ordering app—briefly explaining they are examples of user-centred digital design.
  • Discuss: "What makes these products easy and fun to use?"

2. Explanation & Discussion (10 minutes) – The Role of the UX Designer

  • Introduce the concept of User Experience (UX) Design through a 3-minute story about how Emory designs digital experiences that feel like magic by focusing on helping people and the planet.
  • Highlight examples of projects aimed at solving real problems with technology, e.g., Greenscale (helping businesses become carbon zero).
  • Write key points on the board:
    • Understanding user needs
    • Making technology easy and fun
    • Using design and coding
  • Invite pupils to think about everyday problems they could solve with an app or website.

3. Activity (20 minutes) – Prototype Your Own Digital Solution

  • Group work: Split class into 6 groups of 5 pupils.
  • Each group picks a challenge related to travel, environment, or school life (e.g., how to reduce paper waste, how to plan a route with less fuel, how to order food faster in the canteen).
  • Provide paper and pens, guide pupils to sketch:
    • Main screens/pages of their app or website
    • Simple user flow (what happens when you press a button)
  • Optionally, pupils can create a basic clickable prototype using simple software if devices are available.
  • Emphasise collaborative planning and iteration (‘design thinking’ mindset).

4. Sharing & Reflection (7 minutes)

  • Each group shares their prototype with the class, explaining how it helps users and why the design is easy to use.
  • Teacher highlights examples of good design thinking and connects back to Emory Fierlinger’s real-world projects that solve complex problems simply.
  • Ask pupils to reflect on:
    • How technology can help solve important issues
    • The importance of making technology accessible and easy to use
    • How they kept their design safe and responsible (e.g., respecting privacy)

5. Plenary (3 minutes) – Digital Citizenship Reminder

  • Recap safe and respectful use of technology.
  • Reinforce how digital designers like Emory consider ethics and social impact.
  • Encourage pupils to think how they could use design skills safely and responsibly at home and school.

Assessment

  • Observe group collaboration and participation during the prototype activity.
  • Assess understanding through pupils’ explanations of their designs and the problems they addressed.
  • Use questioning during the plenary about safe and responsible use of technology.

Extension Ideas

  • Create a class digital gallery of designs.
  • Introduce simple coding tools (like Scratch) to animate prototypes.
  • Invite a practising UX designer for a Q&A session.
  • Discuss sustainability impacts of digital technology in more depth.

Teacher Notes

  • Emory Fierlinger’s work exemplifies the intersection of technology, design, and sustainability, which helps bring real-world relevance.
  • Encouraging creativity in problem-solving aligns with the computing curriculum’s focus on design and debugging.
  • The lesson also supports development of communication and teamwork skills integral to the broader curriculum.
  • If technology access is limited, the paper prototyping activity alone is highly effective.
  • Be sure to manage group dynamics to ensure all pupils contribute.

This lesson plan aims to inspire students by connecting curriculum objectives with authentic, engaging digital design challenges, empowering pupils to see themselves as creators of meaningful technology.

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