Create, Experiment, Build, Question and Learn.
I am a specialist Product and Graphic Design Teacher, specialising in the Iterative process of designing, prototyping and evaluating. With a particular focus on entrepreneurship and making, rooted in real-world contexts and challenges.
My mission is to plan and deliver creative, fun and engaging lessons for KS3, 4 and 5, ages 11-18.
Create, Experiment, Build, Question and Learn.
I am a specialist Product and Graphic Design Teacher, specialising in the Iterative process of designing, prototyping and evaluating. With a particular focus on entrepreneurship and making, rooted in real-world contexts and challenges.
My mission is to plan and deliver creative, fun and engaging lessons for KS3, 4 and 5, ages 11-18.
A visual starter for Product Design where students demonstrate their understanding of key words and/or it can be used to gauge prior understanding in the subject. Students can effectively differentiate and choose their own task or extension. Included is the original .ai file so that the resource can be adapted for different products/materials/key words etc.
If you enjoyed this free resource, please kindly leave a review/rating.
A simple introduction to Content Form Process Mood terminology in Art & Design. This could be adapted and is a great way to introduce almost any artist(s) the students may be studying in any given scheme as it can be altered easily whilst maintaining the same structure.
Lesson consists of group work; a ‘warm-up’ task and then application as a 30 second presentation to their peers.
Also included is a CFPM game that could be used as an extension activity.
If you found this useful, please review.
FREE
One of a series of Graphics Personification lessons, where students are introduced to graphic design and typography to create a piece of ‘positive advertising’.
In this third lesson, students are tasked with personifying a letter, so that collectively the class can create a personified typeface. This typeface will then be used in later lessons to form the text for a piece of ‘positive advertising’. Also included is an instructional video to aid with delivery of content.
If you enjoyed this lesson, please see the other lessons in my personification graphics scheme. This scheme was designed for KS3 but could also be used with KS4 students.
Pupils’ love being creative with this hands-on project. Lessons are differentiated with strong cross-curricular (Literacy, Science) links, whilst requiring very little resources; only paper and desired material (I have used Fimo clay but another material could be used instead, such as cardboard). Also Included are diffirenciated resources and student/teacher examples.
In this first lesson, students are introduced to biomimicry, ergonomics and the project brief; ‘Design a series of contemporary interlocking (or complimenting) espresso cups based on biomimicry’.
Students design; through group tasks, individual tasks and class-discussions. We then cover some basic sketching techniques before leading to them sketching their initial ideas, which they must then justify, through annotation (clear success criteria).
Lesson consists of starter> class discussions> main task> peer assessment> plenary> Independent study (homework). Lesson is a double but could be extended over several lessons.
If you enjoyed this lesson, please see the other lessons in this or other Product Design series/SOW (where the full iterative design process is covered). In this unit, pupils will gain an understanding into what is product design and the creative process of a designer, from initial ideas, final isometric sketching, writing a specification and clay model making (prototyping).
A simple introduction to Google Sketchup. Pupils go through the basic features of the software with a differentiated hand-out to create a model toothbrush. This lesson observation was graded as ‘outstanding’.
The lesson consists of a starter activity, step-by-step instructions for each tool, clear assesment criteria and a review.
Also included is a homework task and teacher example.
Pupils’ love being creative with this project. Lessons are differentiated with strong cross-curricular (Literacy, Geography, Science) links, whilst requiring very little resources (only paper and product examples). Also Included are diffirenciated resources and student/teacher examples.
In this second lesson, students will continue the iterative product design process. Students write their own specification; through group tasks, individual tasks and class-discussions. We then cover some basic sketching techniques before leading to them sketching their initial ideas which they must then justify, through annotation.
Lesson consists of literacy starter> class discussions>prep task> main task. Lesson is a double but could be extended over several lessons.
If you enjoyed this lesson, please see the other lessons in my Product Design series/SOW (where the full iterative design process is covered). In this unit, pupils will gain an understanding into what is product design and the creative process of a designer, from existing research/analysis, writing a specification, initial ideas, isometric drawing and CAD modelling.
One of a series of Graphics Personification lessons, where students are introduced to graphic design, typography and advertising.
In this second lesson, students are introduced to graphic design and typography through various questioning activities and videos. They are introduced to the illustrator (Paul Thurlby) and shown how he personifies type for commercial gain; through products and advertising. This then leads to students creating their own artist research page, demonstrating an understanding of the key words learnt; in a visual way. Also included is an instructional video to aid with delivery of content.
If you enjoyed this lesson, please see the other lessons in my personification graphics scheme. This scheme was designed for KS3 but could also be used with KS4 students.
One of a series of Graphics Personification lessons, where students are introduced to graphic design and typography to create a piece of ‘positive advertising’. Also included is an instructional video to aid with delivery of content.
In this fourth lesson, students are tasked with personifying type to form the text for a piece of ‘positive advertising’. This is in response to an industry style, client brief by the NHS for their ‘Change 4 Life’ campaign. This lesson could be extended over several lessons.
If you enjoyed this lesson, please see the other lessons in my personification graphics scheme. This scheme was designed for KS3 but could also be used with KS4 students.
Pupils’ love being creative with this project. Lessons are differentiated with strong cross-curricular (Literacy, Geography, Science) links. Also Included are diffirenciated resources and teacher examples.
In this fourth lesson in the scheme, students will continue the iterative, product design process. Students are tasked with realising their final drawing as a CAD model, using SketchUp software. Included is a 6, page step-by-step guide for students to follow (self-directed learning).
Lesson consists of a starter> class discussions> main task (with guide) and plenary/review. Lesson should ideally be extended over several lessons. Also included is an additional starter that could be used in the next, subsequent lesson.
If you enjoyed this lesson, please see the other lessons in my Product Design series/SOW (where the full iterative design process is covered). In this unit, pupils will gain an understanding into what is product design and the creative process of a designer, from existing research/analysis, writing a specification, initial ideas, isometric drawing and CAD modelling.
Pupils’ love being creative with this hands-on project. Lessons are differentiated with strong cross-curricular (Literacy, Science) links, whilst requiring very little resources; only paper and desired material (I have used Fimo clay but another material could be used instead, such as cardboard). Also Included are diffirenciated resources and student/teacher examples.
In this second lesson, students recap biomimicry, and learn about the ACCESS FM system in product design and it’s importance in the design process.
Students design; through group tasks, individual tasks and class-discussions. We then cover some basic sketching techniques before leading to them sketching their final idea (isometrically), which they must then justify, through an ACCESS FM specification (clear success criteria).
Lesson consists of starter> class discussions> main task> peer assessment> plenary. Lesson is a double but could be extended over several lessons.
If you enjoyed this lesson, please see the other lessons in this or other Product Design series/SOW (where the full iterative design process is covered). In this unit, pupils will gain an understanding into what is product design and the creative process of a designer, from initial ideas, final isometric sketching, writing a specification and clay model making (prototyping).
One of a series of Graphics Personification lessons, where students are introduced to graphic design and typography to create pieces of advertising. Also included is an instructional video to aid with delivery of content.
In this fifth lesson, students are tasked with designing a promotional piggy bank. This is in response to an industry style, client brief by Halifax encouraging people save with them. This lesson could be extended over several lessons.
If you enjoyed this lesson, please see the other lessons in my personification graphics scheme. This scheme was designed for KS3 but could also be used with KS4 students.
Pupils’ love being creative with this hands-on project. Students are tasked with creating a mini prototype piece of flat-pack furniture for a furniture manufacturer. I have used Cardboard and envelopes (to personify flat-pack packaging) with a craft knife and tape or glue gun but this project but it could be adapted for other materials such as HIPS or wood. Also Included are differentiated resources and student/teacher examples.
In this first lesson, students are introduced to the benefits of flat pack furniture in logistics and manufacturing through class discussions and group tasks. They they create their own piece of furniture that can be disassembled and placed flat inside an envelope. There is also an extension task where they can draw ‘wordless’ instructions for another student to try to assemble there design.
Introduction to SOW
Class discussion/group tasks on flat pack furniture
Modelling
Optional extension
Activities should be spread over 2/3 lessons
If you enjoyed this lesson, please see the other lessons in this or other Product Design series/SOW (where the full iterative design process is covered). In this unit, pupils will gain an understanding into what is product design and the creative process of a designer, from initial ideas, final isometric sketching, writing a specification and clay model making (prototyping).
Students love being creative with this hands-on project and it is a great introduction into graphic design, branding and how to evaluate a product for KS3 with strong cross-curricular links. Homework tasks are also included.
In this project students are set a brief; to create a desk tidy for WHSmith yet this could be ammended to suit a diferent brief.
Branding
Logos
Packaging
Packaging symbols
Sketching techniques (2-point, isometric)
Evaluating with CAFE QUE
Project requires Card, vacuum formed acrylic (optional)
This lesson is an excellent, accessible introduction into wood theory or KS3, 4 or 5. It is essential that design technology and/or product design students know this as part of their theory, ready for assessments.
The lesson covers hardwoods, softwoods and manufactured boards, wood examples and their respective properties and manufacturing (felled, formed and finished) through various activities. Included is also a video on plywood production, worksheets and home learning tasks.
This is a collection of KS3 graphic design lessons that do not require the use of specialist equipment or computers. Allowing the work to be set remotely or to be taught in non-specialist classrooms.
A series of Graphic design lessons, where students are introduced to graphic design, typography and advertising. Projects include:
Brand Yourself
Students design their own logo to brand themselves.
Typography
Students learn about personification in advertising and design their own typography and then posters in the style of the illustrator; Paul Thurlby.
Typography Project:
1
Students are introduced to graphic design, personification and anthropomorphism through various questioning activities and a Pixar based exercise. Students learn how brands use personifciation effectively in advertising (M & M’s and Kellogg’s) before creating their own Pixa research page, demonstrating an understanding of the key words learnt; in a visual way.
2
In this second lesson, students are introduced to graphic design and typography through various questioning activities and videos. They are introduced to the illustrator (Paul Thurlby) and shown how he personifies type for commercial gain; through products and advertising. This then leads to students creating their own artist research page, demonstrating an understanding of the key words learnt; in a visual way.
3
In this third lesson, students are tasked with personifying a letter, so that collectively the class can create a personified typeface. This typeface will then be used in later lessons to form the text for a piece of ‘positive advertising’.
4
In this fourth lesson, students are tasked with personifying type to form the text for a piece of ‘positive advertising’. This is in response to an industry style, client brief by the NHS for their ‘Change 4 Life’ campaign. This lesson could be extended over several lessons.
5
In this fifth lesson, students are tasked with designing a promotional piggy bank. This is in response to an industry style, client brief by Halifax encouraging people save with them. This lesson could be extended over several lessons.
This scheme was designed for KS3 but could also be used with KS4 students.
Logo Design Project:
1
Students are introduced to logo design, their importance/significance, colour psychology, and the design process as a whole. Student then begin to sketch out their initial ideas for their own logo. Lesson consists of starter> class discussions> colour psychology (sorting) task> main task> plenary.
2
Students peer feedback on each others initial ideas and then continue to develop the design for their own logo. Lesson consists of starter> class discussions> peer feedback> main task> plenary.
If you enjoyed this lesson, please see the other lessons of my ‘Brand Yourself’ graphics scheme. This scheme was designed for KS3 but could also be used with KS4 students.