Design Thinking

A unit exploring design thinking.

📅

Duration

5 lessons

🎓

Year Level

Years 7–8

📚

Subject

Technology / All Subjects

🎯

Focus

Innovation & Empathy

"Mā te rongo, ka mōhio. Mā te mōhio, ka mārama. Mā te mārama, ka mātau. Mā te mātau, ka ora."

Through listening comes knowledge. Through knowledge comes understanding. Through understanding comes wisdom. Through wisdom comes wellbeing.

This whakataukī stands as its own teaching about listening, understanding, wisdom, and wellbeing.

📋 Unit Overview

Design Thinking is a human-centred approach to innovation and problem-solving developed at Stanford d.school. It combines creative and analytical thinking to develop solutions that truly meet people's needs.

In this unit, students will learn the Design Thinking process and apply it to solve real challenges in their school or community.

Learning Outcomes

  • Develop empathy skills through observation and interviewing
  • Define problems from a user-centred perspective
  • Generate creative ideas through brainstorming techniques
  • Create rapid prototypes to test ideas
  • Gather feedback and iterate on designs
  • Communicate design decisions effectively

🔄 The Design Thinking Process

😊 Empathise

Understand users

🎯 Define

Frame the problem

💡 Ideate

Generate ideas

🔨 Prototype

Build to learn

🧪 Test

Get feedback

The process is iterative — you may loop back to earlier stages as you learn.

🔍 The Five Phases Explained

😊 Empathise

Put yourself in others' shoes. Observe, interview, and experience what your users experience.

Key Activities: Interviews, observation, immersion, empathy maps

🎯 Define

Synthesise your research to define the core problem from the user's perspective.

Key Activities: Point-of-view statements, "How Might We" questions

💡 Ideate

Generate a wide range of creative solutions. Quantity over quality at first!

Key Activities: Brainstorming, mind mapping, sketching

🔨 Prototype

Build quick, rough versions of your ideas to make them tangible.

Key Activities: Paper prototypes, models, role-playing

🧪 Test

Get feedback from real users. Learn what works and what doesn't.

Key Activities: User testing, feedback sessions, iteration

Knowledge boundary: These five English phase names belong to one contemporary design-thinking framework. Māori innovation and mātauranga Māori must be studied in their own contexts and with appropriate local sources; they are not translations or early versions of these phases.

🎯 Design Challenge Ideas

Real-world challenges for students to tackle:

🏫 School Experience

How might we make the first day less stressful for new students?

🌿 Environment

How might we reduce waste in our school cafeteria?

🤝 Community

How might we help elderly neighbours stay connected?

💪 Wellbeing

How might we help students manage stress during exams?

🚶 Accessibility

How might we make our school more accessible for everyone?

🌿 Local restoration

How might we restore native plants in our local area?

📋 Curriculum Alignment

NZ Curriculum — Technology

  • Technological Practice: Planning for practice, Brief development, Outcome development
  • Technological Knowledge: Understanding technological modelling
  • Nature of Technology: Understanding the characteristics of technology

Key Competencies: Thinking, Relating to Others, Participating and Contributing, Managing Self

Values: Innovation, inquiry, curiosity; Community and participation; Ecological sustainability

Ngā Whāinga Akoranga — Learning Intentions

Paearu Angitu — Success Criteria

Teacher Planning Snapshot

Curriculum Alignment

Technology — Te Mātaiaho Phase 3 (Years 7–8), cross-curricular. Primary strands: Technological Practice (brief development, design, evaluation), Nature of Technology (purpose and function). Integrates across Technology, English, Social Sciences, and Arts.

Mātauranga Māori Lens

Keep the contemporary five-phase process and Māori knowledge traditions distinct. Study Māori innovation through bounded, iwi- or hapū-authored examples where possible, and use local concepts or tikanga only with appropriate authority. Do not attach Māori words to generic phase activities or treat mātauranga Māori as a values overlay for the Stanford process.

Entry / On-level / Extension

  • Entry: Pre-defined design challenge with scaffolded empathy protocols, visual ideation boards, and prototype templates. Supported group work.
  • On-level: Students select from teacher-curated community problems. Full five-phase process with structured milestones and peer critique sessions.
  • Extension: Self-directed challenge with authentic community stakeholders. Present the prototype to a panel and evaluate it against explicit technology specifications plus any separately attributed, locally authorised criteria.