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Ignition Learning — Activity Sheet

The design process: from problem to solution

Technologies · Year 7

Name: ______________________Date: ____________

Good design starts with clearly understanding a need or opportunity — what problem are you actually trying to solve, and for whom? Designers then investigate options, generate multiple possible ideas (often sketching or prototyping several before choosing one), and develop design criteria — a set of requirements the final solution must meet, like cost, size, safety or sustainability — agreed on collaboratively. Ideas are tested and refined (iterated) based on feedback, and a project plan helps manage time, cost and the steps needed to actually produce the solution.

Example

Designing a better school bag might start by identifying the need (bags are too heavy and uncomfortable), generating several sketch ideas (different strap designs, materials, compartments), agreeing on design criteria (must weigh under 1kg, cost under $40, use recycled materials), then testing a prototype with real students and refining it based on their feedback.

Key terms

Design criteria:
A set of requirements a design solution must meet, like cost, size or sustainability.
Iterate:
To test and refine a design repeatedly, improving it based on feedback.
Prototype:
An early sample or model of a design, used for testing ideas before the final version.

Questions

  1. 1. Good design starts with:

    • Building the final product immediately
    • Clearly understanding a need or problem
    • Ignoring the user's needs
    • Skipping planning entirely
  2. 2. Design criteria are:

    • Random guesses
    • Requirements a solution must meet
    • Irrelevant to design
    • Always identical for every project
  3. 3. To iterate means to:

    • Build once and never change it
    • Test and refine a design repeatedly
    • Ignore feedback
    • Skip testing
  4. 4. A prototype is:

    • The final finished product only
    • An early sample used for testing ideas
    • Irrelevant to design
    • A type of material
  5. 5. Generating multiple design ideas before choosing one:

    • Wastes time with no benefit
    • Helps explore different possible solutions
    • Is never done by real designers
    • Guarantees the first idea is best
  6. 6. A project plan helps manage:

    • Nothing important
    • Time, cost and production steps
    • Only colours
    • Only the final product
  7. 7. Design criteria might include:

    • Only the designer's opinion
    • Cost, size, safety or sustainability
    • Nothing measurable
    • Random unrelated factors
  8. 8. Developing design criteria collaboratively means:

    • One person decides alone
    • A team agrees on requirements together
    • No criteria are set
    • Criteria are decided randomly
  9. 9. Testing a prototype with real users mainly helps:

    • Waste the designer's time
    • Gather feedback to improve the design
    • Guarantee no changes are needed
    • Replace the need for planning
  10. 10. Why might a designer sketch several ideas before picking one?

    • To explore a range of possible solutions before committing
    • One idea is always sufficient
    • Sketching wastes time
    • Only the first idea should ever be used
  11. 11. If user feedback shows a prototype is too heavy, a designer should:

    • Ignore the feedback
    • Iterate and refine the design to address the issue
    • Refuse to change anything
    • Abandon the whole project immediately
  12. 12. Which factor might reasonably become a design criterion for a new product?

    • The designer's favourite colour only
    • A maximum budget or cost limit
    • Nothing measurable
    • Random preferences
  13. 13. Why is investigating and selecting suitable materials an important step in designing a solution?

    • Materials have no effect on a design
    • The right materials affect how well a solution meets its criteria, like durability or cost
    • Materials should be chosen randomly
    • Only one material ever works
  14. 14. A project plan for a class design task might include:

    • No planning at all
    • Timeframes and steps needed to complete the project
    • Ignoring deadlines
    • Random unstructured work
  15. 15. Two design teams create prototypes for the same brief. One tests with real users and iterates; the other does not test at all. Which is more likely to better meet user needs?

    • The team that skipped testing
    • The team that tested and iterated based on feedback
    • Neither, testing has no effect
    • Both are equally likely to succeed
  16. 16. Why might design criteria need to balance competing requirements (e.g. low cost vs high durability)?

    • Design decisions often involve trade-offs, and criteria help guide sensible compromises
    • There are never any trade-offs in design
    • Criteria should ignore cost entirely
    • Only one requirement ever matters
  17. 17. A team skips generating multiple ideas and immediately builds their first concept. What risk does this create?

    • No risk at all, this is the most efficient approach
    • They may miss a better solution that a wider range of ideas could have revealed
    • Multiple ideas are always worse than one
    • Skipping ideation guarantees success
  18. 18. Why is collaboration valued when developing design criteria, rather than one person deciding alone?

    • Collaboration has no benefit over individual decisions
    • Combining diverse perspectives can identify requirements one person might miss
    • Group decisions are always slower with no benefit
    • Individual decisions are always superior
  19. 19. A project plan estimates a task will take 2 weeks, but unexpected problems arise. What should a well-managed project do?

    • Ignore the problems and the original plan
    • Adapt the plan while still tracking time, cost and progress
    • Abandon the project entirely
    • Pretend no problems exist
  20. 20. Understanding the design process (from problem to solution) mainly helps students:

    • Build things randomly with no plan
    • Approach real-world problems systematically, using evidence and iteration
    • Avoid ever testing their ideas
    • Skip planning and criteria entirely

Answer key (parent copy)

  1. 1. Clearly understanding a need or problem
  2. 2. Requirements a solution must meet
  3. 3. Test and refine a design repeatedly
  4. 4. An early sample used for testing ideas
  5. 5. Helps explore different possible solutions
  6. 6. Time, cost and production steps
  7. 7. Cost, size, safety or sustainability
  8. 8. A team agrees on requirements together
  9. 9. Gather feedback to improve the design
  10. 10. To explore a range of possible solutions before committing
  11. 11. Iterate and refine the design to address the issue
  12. 12. A maximum budget or cost limit
  13. 13. The right materials affect how well a solution meets its criteria, like durability or cost
  14. 14. Timeframes and steps needed to complete the project
  15. 15. The team that tested and iterated based on feedback
  16. 16. Design decisions often involve trade-offs, and criteria help guide sensible compromises
  17. 17. They may miss a better solution that a wider range of ideas could have revealed
  18. 18. Combining diverse perspectives can identify requirements one person might miss
  19. 19. Adapt the plan while still tracking time, cost and progress
  20. 20. Approach real-world problems systematically, using evidence and iteration