User needs and wants considerations
Lesson details
Learning outcome
I can select the appropriate strategy to gather data from users regarding needs and wants.
Key learning points
- I can identify the differences between a primary user/stakeholder/client/target market/customer.
- A user's needs and wants can be researched in a variety of ways and inform design requirements.
Keywords
Primary user - the main person that you are designing for
Stakeholder - a person, group or organisation with an interest in a project
Needs - the essential requirements of the person
Wants - something desired but not essential
Design requirements - something which is needed or wanted to make a product successful
Common misconception
Pupils will know who their primary user is and will want to start designing.
Pupils need to find out more about the primary user and stakeholders so that they can define suitable and researched design requirements. This subsequently leads to successful design solutions.
Teacher tip
Encourage pupils to get out and ask questions rather than stay behind a computer screen as they are more likely to find out interesting research that will help them in their iterative design journey. Encourage them to identify real primary users/stakeholders.
Content guidance
Risk assessment required - equipment
Risk assessment required - outdoor learning
Supervision
Adult supervision required
Licence
Lesson video
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Prior knowledge starter quiz
6 Questions
Q1.What does a designer do?
Q2.Who is the primary user of a product?
Q3.What is a stakeholder in a design project?
Q4.What is the purpose of market research?
Q5.What is the difference between needs and wants?
Q6.How can a designer find out what customers think about a new product?
Assessment exit quiz
4 Questions
Q1.Why is it important to define the primary user before designing a product?
Q2.How can user feedback improve a design?
Q3.If a stakeholder does not use the product themselves, why are they still important?
Q4.Which of these is an example of a well-researched design requirement?
To help you plan your 11 design and technology lesson on: User needs and wants considerations, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your 11 design and technology lesson on: User needs and wants considerations, 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 Iterative Design Principles unit, dive into the full secondary design and technology curriculum, or learn more about lesson planning.