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.
In this series of lessons, students gain an understanding of the topic 8 (Sustainability) theory content of the IB DP Design and Technology course.
Lessons include objectives, keywords, engaging activities, videos and real-world examples that students can relate to. Lessons culminate in a task where students consolidate and apply the key theory that they have learnt so that they are prepared for any IB DP assessments.
Lessons cover the entirety of what students need to learn for the topic and can be taught in any order.
8.1 Sustainable Development
8.2 Sustainable Consumption
8.3 Sustainable Design
8.4 Sustainable Innovation
If you enjoyed this project/scheme of work. Please visit my shop where there is a range of creative and engaging design and engineering projects.
In this series of lessons, students gain an understanding into the topic 7 (User Centered Design) theory content of the IB DP Design and Technology course.
Lessons include objectives, keywords, engaging activities, videos and real-world examples that students can relate to. Lessons culminate in a task where students consolidate and apply the key theory that they have learnt so that they are prepared for any IB DP assessments.
Lessons cover the entirety of what students need to learn for Topic 7 and can be taught in any order.
7.1, 7.2 UCD.
7.3 Strategies for User Research.
7.4 Strategies for User-Centered Design (UCD).
7.5 Beyond Usability - Designing for Pleasure and Emotion.
Lessons should ideally be taught in order. If you enjoyed this project/scheme of work. Please visit my shop where there is a range of creative and engaging design and engineering projects.
In this series of lessons, students gain an understanding into the topic 1 (Human Factors and Ergonomics) theory content of the IB DP Design and Technology course.
Lessons include objectives, keywords, engaging activities, videos and real-world examples that students can relate to. Lessons culminate in a task where students consolidate and apply the key theory that they have learnt so that they are prepared for any IB DP assessments.
Lessons cover the entirety of what students need to learn for Topic 9 Innovation and Markets and can be taught in any order.
1.1a Ergonomics and Anthropometrics.
1.1a Improving Ergonomics.
1.1b Psychological Factors Collection Methods and Processing Systems.
1.1c Comfort Fatigue and Biomechanics.
Lessons can be taught in any order. If you enjoyed this project/scheme of work. Please visit my shop where there is a range of creative and engaging design and engineering projects.
↠ Projects work in Powerpoint or Google slides. This file may be zipped. Once downloaded right-click the file and select ‘extract all’ to open. ↞
✎Please note I am a UK seller and unless otherwise stated the product uses standard English. This should not affect the use of this product in other countries. ✎
♥ After using this product please leave a rating and comment.
♦ If there are any issues with the product please contact me (via the Ask a Question tab) before leaving feedback.
This bundle includes all HL (higher level) content required for the Design Technology IB DP course. In this series of lessons, students gain an understanding of the required topics:
7. UCD
7.1 7.2 UCD
7.3 Strategies for user research
7.4 Strategies for user centered design (UCD)
7.5 Beyond usability - designing for pleasure and emotion
Sustainability
8.1 Sustainable Development
8.2 Sustainable Consumption
8.3 Sustainable Design
8.4 Sustainable Innovation
9. Innovation and Markets
9.1 Corporate Social Responsibility
9.1 Corporate Strategies
9.2 Market Sectors and Segments
9.3a Marketing mix 4P’s
9.3b Place
9.3c Price
9.4 Consumer reaction
9.4 Market research and strategies
9.5 Branding, Brand Loyalty
9.6 Packaging and brand identity
10. Commercial Production
10.1 Jit and JIC
10.2 Lean production
10.3 Computer integrated manufacturing (CIM)
10.4 Quality management
10.5 Economic viability
Lessons include objectives, keywords, engaging activities, videos and real-world examples that students can relate to. Lessons culminate in a task where students consolidate and apply the key theory that they have learnt so that they are prepared for any IB DP assessments.
Lessons cover the entirety of what students need to learn for the topic and can be taught in any order.
If you enjoyed this project/scheme of work. Please visit my shop where there is a range of creative and engaging design and engineering projects.
In this series of lessons, students gain an understanding of the topic 3 (Modelling) theory content of the IB DP Design and Technology course.
Lessons include objectives, keywords, engaging activities, videos and real-world examples that students can relate to. Lessons culminate in a task where students consolidate and apply the key theory that they have learnt so that they are prepared for any IB DP assessments.
Lessons cover the entirety of what students need to learn for this topic:
3.1 Conceptual Modelling
3.2 Graphical Modelling
3.3 Physical Modelling
3.4 Computer Aided Design (CAD)
3.5 Rapid Prototyping
Lessons should ideally be taught in order. If you enjoyed this project/scheme of work. Please visit my shop where there is a range of creative and engaging design and engineering projects.
This unit acts as fun and engaging introduction into coding, with** students using the Scratch language to create their own interactive educational game for primary year students. There is an accompanying portfolio for students to complete where they investigate, design then test/evaluate their programs.
Statement of Enquiry: Scientific logic and systems can be used to create innovative and functional products.
Unit covers:
♦ Introduction to coding: How does a computer understand instructions?
♦ Introduction into: storage - process - output: How can we create interactions?
♦ Debugging: How can we find and fix errors in code?
♦ Creating Sprites and backgrounds: How can we size and move things on screens?
♦ Program analysis: Why look at the work of others?
♦ Generating and evaluating design ideas:
♦ Loops: How can I simplify my code?
♦ What/if statements: How can code make it’s own decisions?
♦ Variables: How can we use storage to make our programs more interactive?
♦ Feedback: How do we measure the success of our program?
Included are:
Slide presentations for each lesson.
Editable student portfolio.
Additional lesson resources.
Scratch how-to cards.
Links to an online coding course.
Student outcomes and examples.
If you enjoyed this project/scheme of work please leave a review and visit my shop where there is a range of creative and engaging design and engineering projects.
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↠ Projects work in Powerpoint or Google slides. This file may be zipped. Once downloaded right-click the file and select ‘extract all’ to open. ↞
✎Please note I am a UK seller and unless otherwise stated the product uses standard English. This should not affect the use of this product in other countries. ✎
♥ After using this product please leave a rating and comment.
♦ If there are any issues with the product please contact me (via the Ask a Question tab) before leaving feedback.
**How can we give waste purpose and value? **In this project, students are given a brief from a TV manufacturer to design a household product out of cardboard waste.
This design project is based on a real industry brief. A global contest that challenged contestants to design innovative new objects for the home that could be made by re-purposing cardboard TV packaging.
Students evidence their design process in a 22 page digital portfolio (Powerpoint) in line with the four assessment criteria. Alternatively this can be printed or used as a template. Included are teacher and student examples. A unit plan is also included.
Lessons cover:
♦ Introduction to cardboard waste and the circular economy - factors and innovative solutions to minimise waste). Why is cardboard waste a growing problem?
♦ Ideation using the SCAMPER technique. Initial sketches worksheet.
♦ Advanced sketching techniques: isometric drawing - Which advanced sketching techniques do designers use? Isometric resource sheets.
♦ Planning and constructing ideas- Would someone else be able to construct my idea? Shape nets resource sheets.
♦ Iterative Design and Prototyping - How and why do we prototype? 2D design and/or physical prototyping. Evaluating our designs.
♦ Creating a Guide - How would someone else construct my idea?
This project does not require the use of specialist classrooms and cardboard could be substituted with paper and scissors if necessary. This project could also be set as remote learning.
This unit/project is designed for a half-term (6-8 weeks) though can be extended or condensed by modifying the design process and portfolio accordingly.
If you enjoyed this project/scheme of work please leave a review and visit my shop where there is a range of creative and engaging design and engineering projects.
–
↠ Projects work in Powerpoint or Google slides. This file may be zipped. Once downloaded right-click the file and select ‘extract all’ to open. ↞
✎Please note I am a UK seller and unless otherwise stated the product uses standard English. This should not affect the use of this product in other countries. ✎
♥ After using this product please leave a rating and comment.
♦ If there are any issues with the product please contact me (via the Ask a Question tab) before leaving feedback.