The Prompt:
ROLE:
You are an experienced senior curriculum leader for art and design. You are also a senior examiner with an English awarding body. You have worked as a professional designer.
CONTEXT:
I am the curriculum leader for art and design in a medium-sized urban school in central England, which has been judged to be good by Ofsted. Our current curriculum follows a typical fine art format and provides our students with many opportunities to act as artists. We get good GCSE and A-level results and follow the AQA syllabus.
There are three teachers in the art and design department. We are experienced and have different specialisms. One has trained as a theatre designer, and the others have trained in fine art. There are three studios in the department. They each have good facilities for two-dimensional work, including printmaking. Each studio has three desktop computers and a printer. Students can access a set of tablets and some digital cameras. The typical class size is 27. In Key Stage 3 there is one lesson a week which lasts for one hour.
REASON:
My colleagues and I wish to rebalance our curriculum so that our students get an opportunity to behave as designers in Key Stage 3. We wish to create a new one term teaching programme in each of years 7, 8 and 9. This programme should enable our students to experience and learn the behaviours of a designers. They should be able to distinguish this from their experience of behaving as artists.
REASON: BACKGROUND INFORMATION:
We have researched and discussed what we believe to be the characteristics and behaviours of designers that we wish our students to learn. These are given below:
[Each programme should focus on developing designerly thinking through addressing “wicked problems” – complex challenges with no clear solutions and incomplete information.
The programme should develop students’ capacity for abductive reasoning: considering multiple pragmatic solutions when faced with incomplete data, and being comfortable with solutions that might be provisional or imperfect.
Each curriculum example should develop these specific capacities in students:
- Responding effectively to identified needs in defined social contexts
- Identifying challenges or opportunities in new/imagined settings
- Recognising and responding to ‘wicked problems’ in which unpredicable changes will occur at different stages in the process. This will require a cyclical process involving both lateral thinking, creativity and imagination complemented by process driven problem solving.
- Some collaborative work with peers
- Application of prior learning
- Critical thinking processes (brainstorming, reflection, critique)
- Evaluating solutions based on function, design, user engagement, and cultural factors
- Identifying follow-up challenges or extensions]
TASK:
We would like you to help us rewrite this curriculum unit by generating a programme for a one term design unit for Year 9. This example will help our discussion and inform our options. The programmes should be well aligned with the age and experience of the students in this year group. It should also take account of lesson length and the normal facilities to be found in these art studios.
To ensure the programme helps students learn to behave as designers, we wish the programme to include the experience of facing incomplete or changing data, and being comfortable with solutions that might be provisional or imperfect. To simulate this designerly thinking, the programme should include, one major and one minor disruptive intervention at different stages in the unit. These should help students to learn about ‘wicked’ design problems by suggesting, for instance, Socratic questions, context crossover materials, or function, a reduction in scope, reversing assumptions,
In order to help students recognise and understand the design context of this unit of work. They should take on the role of designers in a design agency, working in pairs or small groups to develop different solutions, within each agency, to the central design challenge. The teacher should act as the client, and they should be told that in this environment, things will change and they will have to adapt, so that they are not surprised or disheartened by the disruptive interventions introduced by the teacher. The programme will end with each ‘design agency’ pitching their ideas to the client.
The design challenge for this unit is to develop products, tools or systems that address accessibility issues for specific user groups such as the elderly, the differently abled, young children or refugees.
STRUCTURAL REQUIREMENTS:
- The terms programme must include some small group work which emulates the practice of a working design studio.
- Include opportunities for students to present and defend work to peers.
- Each unit should include (one major and one minor) disruptive interventions at different stages in the unit.
- Specify key art and design skills and techniques to be acquired and the contextual art and design knowledge to be learned..
- Include typical art and design subject assessment practices that evaluate both art and design processes and outcomes.
- Incorporate diverse artist/designer references.
- Lessons should have clear subheadings which include a clear description of activities and options, learning objectives, differentiation strategies, and resources required.
Before you begin, is there anything further you need to know?
STATEMENT:
Add this statement to the bottom of this response in red type.
[Remember that AI is not sentient. These responses are the result of an algorithm and may be wrong or subject to bias. You must always use your judgment about the appropriate use of these AI generated responses.]
Prompt second input.
10 weeks. 2,40% process, 60% outcomes. 3, integrated. 4, students to choose and can choose other groups if they wish. 5, drawing, collage, printing, painting, construction, elementary ceramics. 6, This programme should inspire and interest both teachers and students and so may involve new materials and processes (digital) which are within the competence of teachers to engage with.
Claude 4.0
Response:
I’ve created a comprehensive 10-week Year 9 design curriculum unit that transforms your students from art-makers into design-thinkers. The programme incorporates all your requirements while building on their existing skills in drawing, collage, printing, painting, construction, and ceramics.
Key Features:
Authentic Design Experience: Students work as design agencies with you as the client, creating genuine professional dynamics while addressing real accessibility challenges.
Strategic Disruptions:
- Week 4 (Minor): Budget constraint introduction
- Week 6 (Major): Expanded user requirements
Progressive Skill Building: Each week builds design thinking capabilities while integrating traditional art skills with new digital approaches.
Assessment Balance: Clear weighting toward outcomes (60%) with substantial process documentation (40%).
Differentiation: Multiple learning styles, ability levels, and interest areas accommodated throughout.
The programme should engage both teachers and students through its real-world relevance, collaborative structure, and integration of traditional making skills with contemporary design thinking. The accessibility focus provides meaningful social context while the agency simulation adds professional authenticity.
Would you like me to elaborate on any specific aspects of the programme or adjust any elements to better suit your department’s needs?
[Remember that AI is not sentient. These responses are the result of an algorithm and may be wrong or subject to bias. You must always use your judgment about the appropriate use of these AI generated responses.]
Year 9 Design Unit: Accessible Solutions Design Agency
Duration: 10 weeks (10 x 1-hour lessons)
Assessment: 40% Process, 60% Outcomes
Unit Overview
Students take on the role of designers in competing design agencies, working in pairs to develop products, tools, or systems that address accessibility challenges for specific user groups. The teacher acts as the client, introducing real-world unpredictability through planned disruptive interventions that simulate the evolving nature of design briefs.
Central Design Challenge
Develop innovative solutions that improve accessibility and inclusion for chosen user groups (elderly, differently abled, young children, refugees, or other vulnerable populations).
Week 1: Agency Formation & Initial Brief
Subheading: Establishing Design Agencies and Understanding the Challenge
Activities:
- Students form ‘design agencies’ (pairs) and create agency identities
- Introduction to design thinking vs artistic thinking through practical exercises
- Client briefing: accessibility challenges presentation
- Initial user group selection and preliminary research using tablets/computers
- Create agency workspace and design brief documentation
Learning Objectives:
- Distinguish between artistic and design approaches to problem-solving
- Understand accessibility as a design consideration
- Develop collaborative working relationships
Differentiation:
- Visual learners: infographic creation of user group needs
- Kinesthetic learners: role-play accessibility challenges
- Advanced: research intersectional accessibility issues
Resources: Tablets, accessibility simulation materials, design brief templates, poster paper
Assessment Focus: Initial research documentation, agency formation evidence
Week 2: User-Centered Research & Empathy Building
Subheading: Deep Dive into User Needs and Context
Activities:
- Empathy mapping exercises using drawing and collage techniques
- User journey mapping for chosen demographics
- Primary research through interviews (peers, family, community)
- Digital documentation using cameras and tablets
- Create user personas using mixed media approaches
Learning Objectives:
- Develop empathetic understanding of user needs
- Apply research methodologies in design contexts
- Synthesize qualitative data into design insights
Differentiation:
- Support: structured interview templates and observation sheets
- Extension: comparative analysis across multiple user scenarios
Resources: Digital cameras, collage materials, interview templates, large format paper
Assessment Focus: Research quality, empathy mapping effectiveness
Week 3: Problem Definition & Ideation
Subheading: Defining Design Challenges and Generating Solutions
Activities:
- Problem statement refinement using ‘How Might We’ questions
- Brainstorming sessions using traditional and digital tools
- Rapid ideation through sketching and mind mapping
- Introduction to abductive reasoning through scenario planning
- Create solution concept boards using mixed media
Learning Objectives:
- Frame problems effectively for design intervention
- Generate multiple potential solutions
- Apply divergent thinking strategies
Differentiation:
- Visual processors: sketch-based ideation
- Analytical thinkers: systematic solution matrices
- Creative thinkers: imaginative scenario building
Resources: Sketchbooks, digital tablets, mind mapping software, presentation materials
Assessment Focus: Problem framing clarity, ideation breadth and creativity
Week 4: MINOR DISRUPTION – Concept Development
Subheading: Refining Ideas with New Constraints
Activities:
- Disruption introduced: Budget constraint revealed (£50 maximum production cost)
- Rapid concept refinement and feasibility assessment
- Material exploration and testing using available studio resources
- Prototype planning and technical drawing development
- Digital research into cost-effective materials and processes
Learning Objectives:
- Adapt solutions to practical constraints
- Develop resourcefulness and creative problem-solving
- Understand the relationship between design ambition and practical limitations
Differentiation:
- Practical learners: hands-on material testing
- Analytical learners: cost-benefit analysis
- Creative learners: alternative material exploration
Resources: Various construction materials, pricing research tools, technical drawing equipment
Assessment Focus: Adaptability demonstration, refined concept clarity
Week 5: Prototype Development I
Subheading: Creating Initial Working Models
Activities:
- Low-fidelity prototype construction using cardboard, clay, and found materials
- Digital mockup creation using available software
- User testing with peer groups and feedback collection
- Documentation of making processes through photography
- Iterative improvement based on testing feedback
Learning Objectives:
- Translate concepts into tangible forms
- Apply making skills in design contexts
- Understand prototyping as iterative process
Differentiation:
- Technical focus: precision construction techniques
- Creative focus: aesthetic and experiential qualities
- Research focus: comparative analysis of existing solutions
Resources: Cardboard, clay, basic construction tools, 3D modeling software, cameras
Assessment Focus: Prototype functionality, making skill application, iteration evidence
Week 6: MAJOR DISRUPTION – Prototype Development II
Subheading: Responding to Changing Client Requirements
Activities:
- Major disruption: Client announces user group has expanded to include additional accessibility needs (e.g., visual and mobility challenges combined)
- Emergency agency meetings to reassess solutions
- Rapid prototype modification or complete redesign decision
- Collaborative problem-solving between agencies
- Enhanced digital documentation of design process
Learning Objectives:
- Develop resilience in face of changing requirements
- Practice collaborative problem-solving under pressure
- Understand real-world nature of design projects
Differentiation:
- Leadership roles: project management and coordination
- Technical roles: solution modification and improvement
- Creative roles: innovative adaptation strategies
Resources: All available materials, digital collaboration tools, extended work surfaces
Assessment Focus: Response to change, collaborative effectiveness, solution adaptation
Week 7: Solution Refinement & Testing
Subheading: Developing Final Prototypes
Activities:
- Enhanced prototype development incorporating disruption requirements
- Advanced material application (potentially introducing new techniques)
- Comprehensive user testing with expanded criteria
- Digital presentation preparation using multimedia approaches
- Peer critique sessions between agencies
Learning Objectives:
- Refine solutions to professional standards
- Integrate multiple accessibility considerations
- Prepare effective design communication
Differentiation:
- Technical excellence: advanced construction and finishing
- Communication focus: presentation and documentation skills
- Innovation focus: novel solution development
Resources: Advanced materials, presentation software, video recording equipment, display materials
Assessment Focus: Solution sophistication, user testing integration, presentation preparation
Week 8: Design Communication & Documentation
Subheading: Professional Presentation Preparation
Activities:
- Create comprehensive design portfolios combining traditional and digital methods
- Develop pitch presentations including process documentation
- Practice presentation skills and peer feedback
- Refine visual communication using graphic design principles
- Prepare agency showrooms for client presentations
Learning Objectives:
- Communicate design processes and outcomes effectively
- Apply graphic design principles to presentation
- Develop professional presentation skills
Differentiation:
- Visual communicators: emphasis on graphic presentation
- Verbal communicators: focus on spoken presentation skills
- Technical documenters: detailed process analysis
Resources: Presentation software, printing facilities, display boards, design portfolios
Assessment Focus: Communication effectiveness, portfolio quality, presentation preparation
Week 9: Client Presentations & Peer Evaluation
Subheading: Agency Pitches to Client
Activities:
- Formal agency presentations to client (teacher) and peer agencies
- Structured peer evaluation using design criteria
- Client feedback and questioning sessions
- Documentation of presentation process
- Reflection on design journey and learning
Learning Objectives:
- Present and defend design solutions professionally
- Evaluate peer work using design criteria
- Reflect on learning and design process
Differentiation:
- Presentation roles: speakers, technical demonstrators, questioners
- Evaluation focus: different aspects of design assessment
- Reflection depth: surface observations to deep analysis
Resources: Presentation space, evaluation forms, recording equipment, feedback sheets
Assessment Focus: Presentation quality, peer evaluation effectiveness, professional communication
Week 10: Reflection, Evaluation & Future Development
Subheading: Learning Consolidation and Extension Planning
Activities:
- Comprehensive reflection on design vs. artistic processes
- Self and peer assessment using established criteria
- Identification of potential real-world applications and next steps
- Creation of design learning portfolios
- Planning for potential external partnerships or community engagement
Learning Objectives:
- Consolidate understanding of design thinking
- Develop self-assessment capabilities
- Connect learning to broader contexts and future opportunities
Differentiation:
- Analytical reflection: detailed process analysis
- Creative reflection: innovative documentation methods
- Future-focused: extension project planning
Resources: Reflection templates, portfolio materials, community contact information
Assessment Focus: Reflection depth, self-assessment accuracy, future planning
Key Art & Design Skills Developed
- Technical Skills: Advanced construction techniques, digital design tools, prototype development
- Research Skills: User-centered research, empathy mapping, primary data collection
- Communication Skills: Visual presentation, verbal pitching, portfolio development
- Collaborative Skills: Agency teamwork, peer evaluation, professional communication
- Critical Thinking: Problem framing, solution evaluation, iterative improvement
Contextual Knowledge Acquired
- Design History: Accessible design pioneers and movements
- Contemporary Practice: Current accessibility design challenges and innovations
- Professional Context: Design agency operations, client relationships, project management
- Social Awareness: Understanding of diverse user needs and inclusive design principles
- Technical Knowledge: Materials, processes, and technologies for accessible design
Artist/Designer References
- Patricia Moore – Gerontology and universal design
- Kat Holmes – Inclusive design methodology
- Industrial Design Consultancy (IDEO) – Human-centered design approach
- OXO Good Grips – Universal design in everyday products
- Deaf Space architects – Environmental accessibility design
- Eyebeam Art + Technology Center – Technology for social good
- Local accessibility advocates – Community-based design solutions
Assessment Criteria
Process Assessment (40%)
- Research Quality (10%): Depth of user research, empathy development, problem understanding
- Design Development (15%): Ideation breadth, concept refinement, iterative improvement
- Response to Disruptions (10%): Adaptability, creative problem-solving, resilience
- Collaboration (5%): Teamwork effectiveness, peer engagement, professional communication
Outcomes Assessment (60%)
- Solution Effectiveness (25%): Functionality, user needs addressing, innovation
- Technical Execution (15%): Making skills, material application, construction quality
- Communication (15%): Presentation quality, portfolio development, visual communication
- Reflection and Evaluation (5%): Learning awareness, self-assessment, future planning
Resources Required
- Traditional Materials: Cardboard, clay, basic construction materials, drawing and collage supplies
- Digital Tools: Tablets, cameras, presentation software, basic 3D modeling applications
- Presentation Equipment: Display boards, printing facilities, presentation space
- Research Tools: Interview templates, accessibility simulation materials
- Assessment Materials: Evaluation rubrics, peer assessment forms, reflection templates
Differentiation Strategies
- Learning Styles: Visual, auditory, kinesthetic approaches integrated throughout
- Ability Levels: Scaffolded support and extension challenges in each lesson
- Interest Areas: Choice in user groups and solution focus areas
- Role Preferences: Leadership, technical, creative, and research role options
- Assessment Methods: Multiple demonstration opportunities and formats
Health & Safety Considerations
- Standard art room safety protocols for construction materials
- Digital citizenship guidelines for research and online collaboration
- Consideration for students with accessibility needs in activity design
- Safe material handling and tool usage protocols
This curriculum unit transforms students from art-makers to design-thinkers through authentic challenges, collaborative problem-solving, and real-world unpredictability. The disruptive interventions simulate the iterative nature of professional design practice while building resilience and adaptability.
ChatGPT
Using the same prompt
Thank you, that’s a very clear and thorough brief. Based on what you’ve provided, I’m ready to begin drafting the one-term Year 9 design unit programme.
Before I do, here’s a quick checklist of the key features I will include in the plan:
Design context and challenge: Students act as a design agency tackling real-world accessibility problems.
Structured around ‘wicked problems’: The project includes deliberately incomplete, ambiguous, or shifting information.
Designerly thinking behaviours: Iteration, user-centred design, abductive reasoning, and reflection on functionality and impact.
Studio model: Students work in small collaborative teams, mirroring real-world design practice.
Disruptive interventions: One minor (midpoint), one major (late-stage) intervention to simulate real design challenges.
Formative and summative assessment: Clear assessment points focusing on both process and product.
Age-appropriate differentiation: Tasks and supports suitable for mixed-attainment Year 9 students.
Diverse artist/designer references: Including both well-known and contemporary inclusive design practitioners.
I will now write a 12-week (one term) design unit plan for Year 9, titled:
Year 9 Design Studio: Design for Access
Please confirm: would you like this presented as a week-by-week breakdown with lesson-level detail (activities, objectives, resources, differentiation), or as a medium-term plan (overview, staged outcomes, then example lesson breakdowns)?
You said:
ChatGPT said:
Here is a week-by-week breakdown for your Year 9 one-term design unit. The unit meets all your criteria, balances design thinking with practical art and design skills, and embeds disruptive interventions to simulate designerly conditions.
Year 9 Design Studio: Designing for Access
Big Idea
Students act as junior designers in small “design agencies” responding to a real-world brief: to design products, systems or tools that improve accessibility for a defined user group (e.g. the elderly, differently abled, young children, refugees). They will present proposals to a client (the teacher) at the end of term.
🗓️ WEEKLY BREAKDOWN
Week 1: Welcome to the Studio – The Brief
Activities & Options
Intro to “Design Studio” format. Students form small design teams (3–4).
Teacher (as client) sets the accessibility challenge.
Class explores examples of accessibility issues (videos, images, discussions).
Each team selects a specific user group to design for.
Start empathy mapping for the user.
Learning Objectives
Differentiation
Resources
Intro slide deck
Case study images/videos
Tablets for research
Week 2: Knowing the User
Activities
Continue empathy research.
Introduce user journey mapping.
Teams sketch initial ideas: “How might we help…?”
Peer sharing: teams present one insight about their user.
Learning Objectives
Differentiation
Resources
Week 3: Idea Generation Sprint
Activities
Brainstorming and idea generation techniques (e.g. SCAMPER, mind mapping).
Teams generate multiple solutions to their user need.
Fast sketching practice (visualising ideas).
Crit group: one idea shared and questioned.
Learning Objectives
Differentiation
Resources
Visual brainstorming aids
Sketchbooks or large idea sheets
Reference to designers like IDEO, Patricia Moore, Sara Hendren
Week 4: Choosing a Direction
Activities
Teams select their most promising idea using evaluation criteria (user value, feasibility, creativity).
Storyboard the use of the idea in practice.
Create initial mock-up/digital sketch.
Learning Objectives
Differentiation
Resources
Week 5: Developing the Proposal
MINOR DISRUPTIVE INTERVENTION: “Change of Context”
The client (teacher) tells each team they must now adapt their design to work in a completely different setting (e.g. from home to public space, from UK to a refugee camp).
Activities
Teams reflect on how the change affects their idea.
Iterate their concept to suit new constraints.
Present to another team and receive peer feedback.
Learning Objectives
Differentiation
Resources
Week 6: Prototyping 1 – Making and Testing Ideas
Activities
Start building rough prototypes (physical or visual models).
Introduce low-tech prototyping (paper, card, foam, digital mock-ups).
Test with peers acting as users. Gather feedback.
Learning Objectives
Differentiation
Resources
Basic modelling materials
Tablets for digital components (if needed)
Visual examples of prototypes
Week 7: Prototyping 2 – Refinement
Activities
Continue model-making and refining based on feedback.
Clarify materials, function, size, and usage.
Each team documents changes made.
Learning Objectives
Differentiation
Resources
Week 8: Identity and Impact
Activities
Introduce basic design branding and communication (logos, labels, instruction visuals).
Teams develop visual identity and usage scenario for their product/system.
Introduce concept of “design for dignity.”
Learning Objectives
Differentiation
Templates for logos or instruction design.
Examples from real inclusive design studios (e.g. Special Projects, Kat Holmes).
Resources
Week 9: Presenting to the Client
Activities
Learning Objectives
Differentiation
Resources
Week 10: FINAL PITCHES – Peer and Client Critique
MAJOR DISRUPTIVE INTERVENTION: “Budget cut – lose one key function”
The client interrupts presentations halfway through. All teams must adapt their solution to meet a new restriction: e.g. budget cuts mean one function or material must be removed.
Activities
Teams revise their design on the spot.
Pitches resume, adjusted for the change.
Clients and peers give feedback.
Learning Objectives
Differentiation
Resources
Week 11: Reflection & Self-Assessment
Activities
Reflect on project journey using a designer’s log.
Self-assess against key learning outcomes.
Discuss what makes “design thinking” different from “art thinking.”
Learning Objectives
Differentiation
Resources
Week 12: Exhibition & Feedback Loop
Activities
Set up mini-exhibition of work in studio or corridor.
Invite peers, teachers, or Year 8 students as audience.
Written reflections collected by teacher.
Learning Objectives
Differentiation
Resources
Assessment Framework
Process: Research, ideation, collaboration, iteration (formative, in lessons 3–9)
Product: Prototype quality, user-fit, creativity, functionality
Presentation: Pitch clarity, response to critique, visual communication
Reflection: Designer’s log, response to disruptions
Designers and References Used
Patricia Moore – Inclusive design pioneer
Kat Holmes – Author of Mismatch: How Inclusion Shapes Design
Sara Hendren – Artist-designer-educator focused on disability and design
IDEO – Human-centred design approach
Heatherwick Studio – Public space design
Special Projects – Empathy-driven product design
Remember that AI is not sentient. These responses are the result of an algorithm and may be wrong or subject to bias. You must always use your judgment about the appropriate use of these AI generated responses.
Would you like a version of this formatted as a printable medium-term plan or lesson slides?
[Note: Some teachers might wish to adjust the prompt to require ‘Activities’ to be given in simple sentences rather than bullet points which are rather brief. ed.]
Perplexity AI
Using the same prompt
Year 9 Design Unit: ‘Designing for Accessibility’
One-Term Programme (12 Weeks, 1 Hour per Week)
Overview
Central Challenge:
Students act as designers in a simulated design agency, tasked with developing products, tools, or systems that address accessibility issues for a chosen user group (e.g., the elderly, differently abled, young children, or refugees).
Key Features:
Focus on designerly thinking and tackling “wicked problems”
Emphasis on abductive reasoning and provisional solutions
Structured disruptive interventions to simulate real-world design challenges
Collaborative, studio-based practice with peer critique and final pitch
Programme Structure
Week 1: Introduction to Design Thinking & Accessibility
Activities:
Teacher presentation: What is design? vs. What is art?
Introduction to accessibility and user-centred design
Case studies: E.g., OXO Good Grips, Microsoft Inclusive Design, Eames leg splint
Form “design agencies” (groups of 3–4)
Learning Objectives:
Distinguish between artist and designer behaviours
Understand accessibility as a design context
Differentiation:
Scaffolded worksheets for key vocabulary
Mixed-ability grouping
Resources:
Tablets, projector, case study handouts
Week 2: User Research & Empathy Building
Activities:
Agencies select a user group
Empathy exercises: e.g., simulating limited mobility/vision
Develop user personas
Learning Objectives:
Identify user needs through research and empathy
Develop skills in observation and interviewing
Differentiation:
Provide persona templates
Support for EAL/SEND students in group discussions
Resources:
Tablets, persona templates, basic simulation props
Week 3: Defining the Wicked Problem
Activities:
Agencies brainstorm challenges faced by their user group
Define a specific “wicked problem” to address
Learning Objectives:
Recognise and articulate complex, open-ended design challenges
Differentiation:
Sentence starters for problem statements
Teacher check-ins for clarity
Resources:
Whiteboards, sticky notes
Week 4: Ideation & Abductive Reasoning
Activities:
Brainstorm multiple solutions (mind mapping, “How might we…”)
Encourage lateral thinking and “wild” ideas
Learning Objectives:
Apply abductive reasoning to generate diverse solutions
Differentiation:
Prompt cards for ideation
Visual aids for less confident writers
Resources:
Week 5: Prototyping I (Low-Fidelity)
Activities:
Create sketches, storyboards, or paper models of initial ideas
Peer feedback session
Learning Objectives:
Develop rapid prototyping skills
Use critique to refine ideas
Differentiation:
Model examples of low-fidelity prototypes
Peer support pairings
Resources:
Paper, card, markers, tablets
Week 6: Minor Disruptive Intervention
Intervention:
Context crossover: Teacher announces a new constraint (e.g., “Your product must now be suitable for use in a refugee camp” or “You must use only recycled materials”).
Activities:
Agencies adapt their designs to the new context
Learning Objectives:
Adapt to changing briefs and incomplete information
Differentiation:
Group discussion to unpack the new constraint
Visual mapping of changes
Resources:
Research materials on new context
Week 7: Digital Skills & Visual Communication
Activities:
Introduction to digital design tools (tablets/desktops)
Agencies create digital mock-ups or presentations
Learning Objectives:
Use digital tools to communicate design ideas
Differentiation:
Step-by-step guides for software
Peer tech support
Resources:
Tablets, computers, design software
Week 8: User Testing & Feedback
Activities:
Agencies present prototypes to peers (acting as users)
Collect feedback and reflect
Learning Objectives:
Evaluate designs based on function, user engagement, and context
Differentiation:
Structured feedback forms
Teacher-led feedback for less vocal groups
Resources:
Week 9: Iteration & Refinement
Activities:
Refine designs based on feedback
Document changes and rationale
Learning Objectives:
Apply cyclical design process: test, evaluate, improve
Differentiation:
Checklists for iteration steps
One-to-one teacher support
Resources:
Sketchbooks, digital devices
Week 10: Major Disruptive Intervention
Intervention:
Function reversal: Teacher announces that the primary function must be reversed or significantly altered (e.g., “Your tool must now be usable one-handed,” or “Your product must now serve a secondary, unexpected function”).
Activities:
Agencies revisit and adapt their designs
Reflect on the impact of change and provisional solutions
Learning Objectives:
Embrace ambiguity, adapt to major change, and accept imperfect solutions
Differentiation:
Group discussion to clarify new direction
Visual thinking tools
Resources:
Week 11: Preparing the Pitch
Activities:
Agencies prepare a presentation for their final design solution
Practice defending choices and responding to critique
Learning Objectives:
Develop communication and presentation skills
Justify design decisions with reference to user needs and context
Differentiation:
Presentation templates
Peer coaching
Resources:
Tablets, printers, display boards
Week 12: Final Pitch & Reflection
Activities:
Each agency pitches to the “client” (teacher and peers)
Q&A and peer assessment
Whole-class reflection: What did we learn about being a designer?
Learning Objectives:
Present and defend design work
Reflect on the design process and learning outcomes
Differentiation:
Support for nervous presenters
Written reflection option
Resources:
Presentation equipment, assessment rubrics
Key Skills & Techniques
Research & Empathy: User interviews, persona creation
Ideation: Brainstorming, lateral thinking, mind mapping
Prototyping: Sketching, paper models, digital mock-ups
Digital Skills: Basic use of tablets, design software
Presentation: Visual and verbal communication, critique
Contextual Knowledge
Inclusive design principles (e.g., Eames, OXO Good Grips, Microsoft Inclusive Design)
Understanding of “wicked problems” in design
Awareness of cultural and social factors in design
Assessment Practices
Process: Evidence of research, ideation, prototyping, iteration, and reflection (sketchbook/logbook)
Outcome: Functionality, user engagement, and contextual appropriateness of final design
Presentation: Clarity, justification, and ability to respond to feedback
Peer & Self Assessment: Structured forms and reflection
Diverse Designer References
Patricia Moore (universal design)
Charles & Ray Eames (user-centred design)
Kat Holmes (inclusive design)
IDEO (design thinking)
Issey Miyake (material innovation)
[Remember that AI is not sentient. These responses are the result of an algorithm and may be wrong or subject to bias. You must always use your judgment about the appropriate use of these AI generated responses.]
[A supplemental prompt was added to the conversation asking for activities to be described in sentences.]
Further prompt; Thank you the structure is good. But can you describe the activities in sentences and not bullet points.
Certainly! Here is the Year 9 one-term design unit, “Designing for Accessibility,” with each week’s activities described in clear, narrative sentences.
Year 9 Design Unit: Designing for Accessibility
One-Term Programme (12 Weeks, 1 Hour per Week)
Week 1: Introduction to Design Thinking & Accessibility
The teacher begins by leading a discussion about the differences between the behaviours of artists and designers, using real-world examples to illustrate the distinct approaches. Students are introduced to the concept of accessibility and user-centred design through a series of short case studies, such as OXO Good Grips kitchen tools or Microsoft’s inclusive products. After this, students are divided into small groups, which will act as “design agencies” for the rest of the unit.
Week 2: User Research & Empathy Building
Each design agency selects a user group to focus on, such as the elderly or young children. Students participate in empathy-building exercises, for example, simulating limited mobility or vision to better understand the challenges their chosen users might face. They then begin to develop user personas, drawing on research and their own observations.
Week 3: Defining the Wicked Problem
Within their agencies, students brainstorm the specific challenges and barriers faced by their user group. Together, they discuss and define a “wicked problem” that they will address through their design work, ensuring it is open-ended and complex.
Week 4: Ideation & Abductive Reasoning
Students engage in a structured ideation session, where they are encouraged to generate as many potential solutions as possible for their chosen problem. The teacher prompts them to think laterally and to consider unconventional or “wild” ideas, reinforcing the importance of abductive reasoning in design.
Week 5: Prototyping I (Low-Fidelity)
Agencies begin to translate their ideas into tangible forms by creating sketches, storyboards, or simple paper models. Students share their prototypes with other groups, receiving feedback and suggestions for improvement.
Week 6: Minor Disruptive Intervention
At this point, the teacher introduces a minor disruptive intervention, such as a new design constraint. For example, students might be told that their product now needs to be suitable for use in a refugee camp, or that it must be made from recycled materials. Agencies discuss how this change affects their designs and adapt their ideas accordingly.
Week 7: Digital Skills & Visual Communication
Students receive a short introduction to digital design tools available in the studio, such as tablets or desktop computers. They then use these tools to create digital mock-ups or visual presentations of their updated design concepts.
Week 8: User Testing & Feedback
Each agency presents their prototype to another group, who act as users and provide feedback on the design’s accessibility and functionality. Students reflect on the feedback and consider how their designs could be improved.
Week 9: Iteration & Refinement
Based on the feedback received, students refine and further develop their prototypes. They document the changes they make and explain the rationale behind their decisions, emphasizing the cyclical nature of the design process.
Week 10: Major Disruptive Intervention
The teacher introduces a major disruptive intervention, such as reversing the primary function of the design or requiring that it be usable one-handed. Agencies revisit their designs, discussing how to adapt to this significant change and embracing the idea that solutions can be provisional or imperfect.
Week 11: Preparing the Pitch
Students work within their agencies to prepare a final presentation of their design solution. They practice explaining and justifying their choices, anticipating questions, and responding to critique from their peers and the teacher.
Week 12: Final Pitch & Reflection
Each agency presents their final design to the “client,” represented by the teacher and their peers. After the presentations, there is a class reflection where students discuss what they have learned about the design process, accessibility, and the importance of adapting to change.
Throughout the unit, students develop skills in research, empathy, ideation, prototyping (both physical and digital), visual communication, and presentation. They also build contextual knowledge about inclusive design and “wicked problems,” drawing on diverse designer references. Assessment is ongoing and includes both process and outcome, with opportunities for peer and self-assessment.
[Remember that AI is not sentient. These responses are the result of an algorithm and may be wrong or subject to bias. You must always use your judgment about the appropriate use of these AI generated responses.]
Gemini
[With the same prompt but adjusted to ask for activities to be given in sentences rather than bullet points.]
Year 9 Design Unit: Designing for Inclusivity
Overall Theme: Students will explore the principles of inclusive design by addressing accessibility challenges for specific user groups. They will learn to navigate complex, ill-defined “wicked problems” and develop provisional solutions, embracing change and iteration as core components of the design process.
Design Challenge: To develop products, tools, or systems that address accessibility issues for specific user groups such as the elderly, the differently abled, young children, or refugees.
Duration: 12-14 weeks (1 hour per lesson)
Introduction to the Unit: Becoming a Designer (Weeks 1-2)
Lesson 1: Artists vs. Designers & The Wicked Problem
- Description of Activities & Options:
- Begin by facilitating a discussion comparing and contrasting the roles of an artist and a designer. Encourage students to articulate their current understanding based on their Key Stage 3 experiences.
- Introduce the concept of “wicked problems” in design – complex, ill-defined challenges with no single right answer, often involving incomplete or changing information. Use real-world examples of accessibility issues (e.g., public transport for wheelchair users, packaging for elderly people, learning tools for children with dyslexia).
- Present the overarching design challenge: “Designing for Inclusivity.”
- Explain the “design agency” structure: students will work in pairs or small groups (3-4) to form their own agencies, and the teacher will act as “The Client.” Emphasize that in this environment, things will change, and they will need to adapt their thinking and solutions.
- Students form their design agencies and begin brainstorming initial user groups (elderly, differently abled, young children, refugees) and potential accessibility issues they might address within those groups.
- Learning Objectives:
- Students will be able to articulate key differences between artistic and design practices.
- Students will understand the concept of a “wicked problem” as it applies to design.
- Students will identify potential user groups and initial accessibility challenges for investigation.
- Differentiation:
- Provide visual aids and simple definitions for “wicked problems.”
- Offer a pre-selected list of user groups and broad accessibility themes for students who need a starting point.
- Encourage more confident students to research and present their own initial examples of “wicked problems.”
- Resources: Whiteboard or projector, markers, large sheets of paper for group brainstorming, images/short videos of inclusive design examples.
- Contextual Knowledge: Introduction to the distinction between art and design; initial understanding of inclusive design.
Lesson 2: Empathy & User Research
- Description of Activities & Options:
- Each design agency selects a specific user group and narrows down an accessibility challenge within that group to focus on for the term.
- Introduce empathy mapping as a tool to understand user needs, feelings, thoughts, and pain points. Agencies will create an empathy map and a user persona (imagined or based on preliminary online research) for their chosen user.
- Agencies begin researching existing solutions to their chosen accessibility challenge, identifying their strengths and, more importantly, their shortcomings.
- Learning Objectives:
- Students will develop empathy for their chosen user group.
- Students will identify specific needs and pain points related to their chosen accessibility challenge.
- Students will analyze existing solutions and identify areas for improvement.
- Differentiation:
- Provide structured templates for empathy maps and user personas.
- Guide students to reputable online sources for research (e.g., disability charities, government accessibility guidelines).
- Challenge advanced students to consider multiple user perspectives within their chosen group.
- Resources: Empathy map and user persona worksheets, internet access (desktop computers/tablets), sketchbooks for notes and initial sketches.
- Contextual Knowledge: Introduction to user-centered design principles; understanding the importance of empathy in design.
- Designer Reference: Introduce Patricia Moore, a pioneer in inclusive design, who famously disguised herself as an elderly woman to experience accessibility challenges firsthand, highlighting the importance of deep empathy.
Ideation & Concept Development (Weeks 3-6)
Lesson 3: Defining the Problem & The Design Brief
- Description of Activities & Options:
- Design agencies refine their understanding of the “wicked problem” they are addressing.
- They will then articulate a clear design brief for their project. This brief should outline the specific challenge, the target user, the desired outcome, and any initial constraints.
- Agencies will then present their initial design briefs to another agency for a structured peer critique session. Focus on clarity, specificity, and how well the brief addresses a “wicked problem.”
- Agencies will use the feedback to refine their design briefs.
- Learning Objectives:
- Students will be able to articulate a clear, well-defined design problem.
- Students will understand the essential components of a design brief.
- Students will give and receive constructive criticism on design proposals.
- Differentiation:
- Provide a checklist for a strong design brief.
- Model effective critique language and provide a feedback rubric for peer assessment.
- Encourage students to consider the ethical implications of their design brief.
- Resources: Design brief templates, peer critique guidelines, sketchbooks.
- Skills: Critical thinking, clear communication, active listening.
Lesson 4: Ideation – Brainstorming & Divergent Thinking
- Description of Activities & Options:
- Introduce various divergent thinking techniques (e.g., SCAMPER, Crazy Eights, mind mapping) to help agencies generate a wide range of initial ideas for products, tools, or systems that address their design brief.
- Agencies will engage in rapid sketching exercises, focusing on quantity and variety of ideas rather than perfection. Encourage wild and unconventional ideas.
- Learning Objectives:
- Students will generate a diverse range of design solutions.
- Students will effectively utilize brainstorming techniques to foster creative thinking.
- Differentiation:
- Provide visual prompts or word associations to stimulate ideas.
- Allow students to work individually for a portion of the ideation before sharing with their agency.
- Challenge students to think about solutions that blend different technologies or materials.
- Resources: Sketchbooks, large paper, markers, handouts explaining brainstorming techniques.
- Skills: Lateral thinking, rapid ideation sketching.
- Designer Reference: Discuss the culture of innovation at IDEO, a global design firm renowned for its human-centered design approach and emphasis on rapid ideation and prototyping.
Lesson 5: Concept Development & Selection
- Description of Activities & Options:
- Design agencies review their generated ideas from the previous lesson. They will discuss the feasibility, originality, and potential impact of each concept, aligning them with their refined design brief.
- Agencies will select their top 2-3 strongest concepts to develop further. This involves creating more detailed development sketches, annotating them to explain functionality and features, and considering initial material choices.
- Agencies will present their selected concepts within their agency, justifying their choices.
- Learning Objectives:
- Students will critically evaluate their initial design ideas.
- Students will develop selected concepts with greater detail and clarity.
- Differentiation:
- Provide a simple rubric for concept evaluation (e.g., innovation, feasibility, user impact).
- Facilitate structured group discussions to help agencies make informed decisions.
- Encourage students to consider how their concepts might integrate with existing systems or environments.
- Resources: Sketchbooks, colored pencils/markers, digital cameras (to document sketches).
- Skills: Critical thinking, visual communication through drawing and annotation.
Lesson 6: Minor Disruptive Intervention & Re-Ideation
- Description of Activities & Options:
- Minor Disruptive Intervention: “The Client” (teacher) introduces a new constraint or piece of information that directly impacts the agencies’ chosen concepts. Examples:
- Context Crossover: “Your solution must now also be adaptable for use in a completely different environment, e.g., a bustling public space instead of a quiet home.”
- Reduction in Scope: “Due to unforeseen manufacturing challenges, the size/complexity of your product must be reduced by 50%.”
- New User Need: “Recent feedback from the target user group indicates a new primary need that was previously overlooked, e.g., ‘portability is now crucial,’ or ‘it must be usable with only one hand.'”
- Agencies must immediately adapt their chosen concepts or re-ideate entirely based on this new information. This will require quick thinking and flexibility.
- Facilitate a class discussion on how to embrace change and uncertainty in the design process, emphasizing that this is a common occurrence in real-world design.
- Learning Objectives:
- Students will learn to adapt to changing project parameters and unexpected constraints.
- Students will understand that design is an iterative and flexible process, requiring constant re-evaluation.
- Differentiation:
- Provide specific guiding questions for re-ideation to help students pivot their thinking.
- Offer one-on-one support for agencies struggling to pivot, helping them brainstorm new directions.
- Challenge students to articulate why the intervention makes their original idea problematic and how their new idea addresses it.
- Resources: Whiteboard for new constraints, sketchbooks, prototyping materials (if initial mock-ups are desired).
- Skills: Abductive reasoning, problem-solving under constraint, adaptability.
Prototyping & Iteration (Weeks 7-10)
Lesson 7: Low-Fidelity Prototyping
- Description of Activities & Options:
- Based on their refined concepts after the minor intervention, agencies will create low-fidelity physical prototypes or detailed 2D digital mock-ups. The focus is on demonstrating core functionality, user interaction, and scale, not aesthetic perfection.
- Encourage the use of readily available and recycled materials for physical prototypes. For digital mock-ups, students can use simple drawing software on tablets or computers.
- Learning Objectives:
- Students will translate their refined concepts into tangible forms.
- Students will understand the purpose and value of low-fidelity prototyping in testing ideas quickly.
- Differentiation:
- Provide a wide range of accessible materials (cardboard, paper, foam, pipe cleaners, fabric scraps).
- Offer simple tutorials for basic digital mock-up tools.
- Challenge students to think about how their prototype will be tested by a user.
- Resources: Cardboard, paper, tape, scissors, glue, recycled materials, craft knives (with supervision), tablets/computers with drawing software, digital cameras.
- Skills: Model making, digital drawing, spatial reasoning.
Lesson 8: Peer Feedback & Critique
- Description of Activities & Options:
- Design agencies will present their low-fidelity prototypes to other agencies for a structured peer critique session.
- The critique should focus on: How well does the prototype address the design brief? Is the functionality clear? Is it user-friendly? How does it respond to the accessibility challenge?
- Agencies will document the feedback they receive, identifying key areas for improvement.
- Learning Objectives:
- Students will give and receive constructive criticism effectively.
- Students will identify specific areas for improvement in their designs based on peer feedback.
- Differentiation:
- Provide a clear feedback rubric for students to use during critiques.
- Model effective and empathetic critique language.
- Encourage students to ask clarifying questions during the feedback session.
- Resources: Critique forms, whiteboards for note-taking, digital cameras to document prototypes.
- Skills: Critical thinking, communication, active listening, reflection.
Lesson 9: Iteration & Refinement
- Description of Activities & Options:
- Design agencies will analyze the feedback received during the critique session. They will prioritize the most important areas for refinement and begin iterating on their prototypes.
- This might involve significant changes to the design or minor tweaks to improve functionality or aesthetics.
- Students will document their changes and the rationale behind them in their sketchbooks.
- Learning Objectives:
- Students will apply feedback to significantly improve their designs.
- Students will understand the iterative nature of the design process, where solutions are continuously refined.
- Differentiation:
- Guide students in prioritizing feedback and developing a plan for iteration.
- Provide additional materials or digital tools as needed for refinement.
- Challenge students to consider how their design could be scaled or adapted for different contexts.
- Resources: Prototyping materials, digital tools, sketchbooks.
- Contextual Knowledge: Discuss the importance of iterative design, referencing designers like Dieter Rams and his principles of good design, which emphasize usability and continuous improvement.
Lesson 10: Major Disruptive Intervention & Pivoting
- Description of Activities & Options:
- Major Disruptive Intervention: “The Client” (teacher) introduces a significant, fundamental challenge that requires agencies to re-evaluate their entire direction, potentially leading to a complete pivot or drastic simplification. Examples:
- Function Reversal: “We’ve discovered that the core assumption your design is based on (e.g., ‘users can use their hands’) is incorrect for a significant portion of the target group. You must reverse this assumption and design for users who rely on other means of interaction.”
- Radical Reduction in Scope: “Due to a sudden shift in funding, your solution must now be entirely open-source and easily replicable globally with minimal resources, meaning complex manufacturing or specialized materials are out.”
- New Ethical Consideration: “A new ethical concern has emerged regarding data privacy for your target user group; your solution must now incorporate robust privacy features, even if it means simplifying functionality.”
- Agencies will engage in a rapid brainstorming session to respond to this major intervention. They must decide whether to drastically modify their current prototype or pivot to an entirely new, simpler solution.
- Emphasize that in “wicked problems,” solutions are often provisional or imperfect, and the ability to adapt is key.
- Learning Objectives:
- Students will experience and respond to a ‘wicked problem’ with unpredictable and significant change.
- Students will develop resilience and adaptability in their design thinking, understanding that radical shifts are sometimes necessary.
- Differentiation:
- Provide direct support and brainstorming prompts for radical re-thinking.
- Reassure students that a “provisional or imperfect” solution that addresses the new constraint is a successful outcome in this context.
- Challenge students to justify their pivot (or lack thereof) in detail.
- Resources: Whiteboard for new major constraint, sketchbooks.
- Skills: Abductive reasoning, lateral thinking, problem-solving under extreme pressure, decision-making.
Refinement & Pitch (Weeks 11-12/14)
Lesson 11: Final Prototype Development & Presentation Planning
- Description of Activities & Options:
- Design agencies finalize their prototype/concept based on the major intervention. This might be a physical model, a detailed digital mock-up, or a comprehensive set of annotated drawings. The goal is to clearly communicate their final proposed solution.
- Agencies begin planning their final pitch to “The Client.” They will consider how to effectively present their problem, their design process (including how they navigated the interventions), their final solution, and its justification.
- Students can use digital tools (e.g., Google Slides, PowerPoint) or large paper for their presentation visuals.
- Learning Objectives:
- Students will produce a refined design solution that responds to all project parameters.
- Students will plan an effective and compelling design pitch.
- Differentiation:
- Provide resources for effective presentation design (e.g., simple slide templates, tips for public speaking).
- Offer guidance on structuring a compelling narrative for their pitch.
- Challenge students to anticipate potential questions from “The Client” and prepare responses.
- Resources: Prototyping materials, digital tools for presentation, large paper for storyboarding the pitch, digital cameras.
- Skills: Application of prior learning, visual communication, verbal communication.
Lesson 12: Pitch Day – Presenting to The Client
- Description of Activities & Options:
- Each design agency will formally pitch their final solution to “The Client” (teacher) and their peers.
- The pitch should clearly explain:
- The “wicked problem” they identified and their chosen user group.
- Their design process, highlighting how they responded to the minor and major disruptive interventions.
- Their final proposed product, tool, or system, explaining its functionality, design choices, and how it addresses the accessibility challenge.
- Justification of their solution based on function, user engagement, and cultural factors.
- A Q&A session will follow each pitch, where “The Client” and peers can ask questions.
- Learning Objectives:
- Students will effectively present and defend their design solutions.
- Students will reflect on their entire design journey and the learning gained from navigating “wicked problems.”
- Differentiation:
- Allow students to use cue cards or notes during their presentation.
- Provide positive reinforcement for effort, adaptability, and the quality of their thinking, regardless of the final “perfection” of the solution.
- Encourage all students to ask thoughtful questions during the Q&A.
- Resources: Projector, presentation space, feedback forms for peers/teacher.
- Skills: Presentation skills, critical thinking, reflection, argumentation.
Assessment Practices
This unit will utilize a combination of formative and summative assessment to evaluate both the design process and the final outcomes.
- Formative Assessment:
- Sketchbook Development: Regular checks of sketchbooks for evidence of research, empathy mapping, ideation, prototyping, iterations, and written reflections/annotations. This assesses abductive reasoning, critical thinking, and the cyclical nature of their process.
- Group Work & Collaboration: Observation of student participation, contribution, and problem-solving within their design agencies.
- Participation in Critiques: Assessment of students’ ability to give and receive constructive feedback.
- Summative Assessment:
- Design Portfolio/Sketchbook (Process): A comprehensive submission demonstrating the entire design journey, from initial research and problem definition through ideation, prototyping, and responses to the disruptive interventions. This will be the primary evidence for assessing:
- Responding effectively to identified needs in defined social contexts.
- Identifying challenges or opportunities in new/imagined settings.
- Recognising and responding to ‘wicked problems’ and unpredictable changes.
- Application of prior learning.
- Critical thinking processes (brainstorming, reflection, critique).
- Capacity for abductive reasoning.
- Final Prototype/Concept: The quality of the developed solution, its functionality, aesthetic appeal, and how effectively it addresses the design brief and the chosen accessibility challenge. This assesses:
- Evaluating solutions based on function, design, user engagement, and cultural factors.
- Design Pitch: The clarity of the presentation, the justification of design choices, the ability to articulate the problem and solution, and how the agency navigated the “wicked problems” and interventions. This assesses:
- Communication skills.
- Identifying follow-up challenges or extensions.
Key Art and Design Skills & Techniques Acquired
- Research Skills: Conducting visual research, contextual research, and simulated user research (empathy mapping, persona development).
- Drawing & Sketching: Observational drawing (of users/environments), rapid ideation sketching, detailed development drawing, technical drawing (explaining functionality).
- Model Making: Creating low-fidelity prototypes using a variety of materials (card, foam, recycled materials) to test concepts.
- Digital Design: Using desktop computers and tablets for mood boarding, digital sketching, creating simple 2D mock-ups, and designing presentation slides.
- Annotation & Reflection: Developing comprehensive annotation skills to document ideas, processes, decisions, and critiques within their sketchbooks.
- Presentation Skills: Developing verbal communication skills to articulate design processes and justify solutions, complemented by visual presentation design.
Contextual Art and Design Knowledge Learned
- Understanding of Design Thinking: Exposure to the phases of empathize, define, ideate, prototype, and test, and how they form a cyclical process.
- Inclusive/Universal Design Principles: Understanding how design can be made accessible and usable for the widest range of people, regardless of ability or age.
- The Nature of “Wicked Problems”: Recognizing real-world challenges that are complex, ill-defined, and have no simple solutions.
- Role of the Designer: Understanding the designer’s responsibility to respond to needs, solve problems, and consider user experience and social impact.
- Iterative Design: Appreciating that design is rarely a linear process and often requires multiple cycles of refinement based on feedback and changing conditions.
Diverse Artist/Designer References
Throughout the unit, students will be introduced to designers and organizations that exemplify the principles of inclusive and socially responsible design:
- Patricia Moore (Industrial Designer & Gerontologist): Known for her groundbreaking work in inclusive design, particularly her immersive research into the challenges faced by the elderly.
- IDEO (Global Design Firm): A leading example of a design agency that champions human-centered design and design thinking methodologies, emphasizing collaboration and rapid prototyping.
- Helen Hamlyn Centre for Design (Royal College of Art): A research center dedicated to inclusive design, focusing on how design can improve people’s lives, particularly in areas of aging, disability, and healthcare.
- Design for America (DFA): A national network of student-led studios that use design thinking to create local and social impact, providing a relatable example of youth engagement in design.
- Open Style Lab: An organization that designs accessible and stylish clothing for people with disabilities, showcasing how design can address very specific, often overlooked, needs.
- Local Community Organizations: Encourage students to research local charities or community groups that work with their chosen user group (e.g., Age UK, local disability support groups, refugee aid organizations) to understand real-world needs and existing initiatives.
Remember that AI is not sentient. These responses are the result of an algorithm and may be wrong or subject to bias. You must always use your judgment about the appropriate use of these AI generated responses.