Myths about teaching can hold you back
- Year 10
Using research to inform design requirements
I can analyse research to inform design requirements.
- Year 10
Using research to inform design requirements
I can analyse research to inform design requirements.
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Lesson details
Key learning points
- How existing products, environments and services support wellbeing.
- Analysis of how existing products, environments and services can inspire design solutions.
Keywords
Design brief - outlines the design opportunity and identifies a primary user's needs and wants
Design requirements - something which is needed or wanted to make a product successful
Inspiration - someone or something that gives you ideas
Research technique - a method for finding out design requirements
Design fixation - consider only one possible solution
Common misconception
Research is just “copying” existing designs.
Designers critically analyse existing solutions to understand strengths/weaknesses for inspiration of new ideas.
To help you plan your year 10 design and technology lesson on: Using research to inform design requirements, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your year 10 design and technology lesson on: Using research to inform design requirements, download all teaching resources for free and adapt to suit your pupils' needs.
The starter quiz will activate and check your pupils' prior knowledge, with versions available both with and without answers in PDF format.
We use learning cycles to break down learning into key concepts or ideas linked to the learning outcome. Each learning cycle features explanations with checks for understanding and practice tasks with feedback. All of this is found in our slide decks, ready for you to download and edit. The practice tasks are also available as printable worksheets and some lessons have additional materials with extra material you might need for teaching the lesson.
The assessment exit quiz will test your pupils' understanding of the key learning points.
Our video is a tool for planning, showing how other teachers might teach the lesson, offering helpful tips, modelled explanations and inspiration for your own delivery in the classroom. Plus, you can set it as homework or revision for pupils and keep their learning on track by sharing an online pupil version of this lesson.
Explore more key stage 4 design and technology lessons from the Inclusive Design: Mental Health and Wellbeing unit, dive into the full secondary design and technology curriculum, or learn more about lesson planning.
Equipment
Licence
Prior knowledge starter quiz
6 Questions
Q1.What does 'empathy' mean in design?
Q2.User- design puts the needs and experiences of the user at the heart of the design process.
Q3.Which of these is an example of unempathetic design?
Q4.Match each keyword to its definition:
creating products and services that work for as many users as possible
a fictional user profile showing needs, challenges, and goals
recognising differences in people’s needs, priorities, and abilities
Q5.Designers must consider different user such as comfort, focus, and mental wellbeing.
Q6.What does 'diversity' mean in design?
Assessment exit quiz
6 Questions
Q1.How can you avoid design fixation when writing a design brief?
Q2.Match the keyword to its correct definition:
outlines the design opportunity and identifies a primary user
something which is needed or wanted to make a product successful
someone or something that gives you ideas
a method for finding out design requirements
Q3.Taking apart a product to see how it is made and the components is called a ...
