Kōkiri Learn
A student building a cardboard vehicle prototype next to a 3D model on a tablet

Technology · Inquiry A · Years 7–8

Te Hoahoa Otinga: Designing Solutions

Someone near you — a younger student, whānau member, or teacher — has a practical problem. Good design starts with understanding needs, not jumping to solutions.

Your mission

Why it matters

Designers iterate: prototype, test, learn, improve.

You'll make
A tested prototype with design story for a real user.
Who it's for
A real user, whānau member, or local group with the need
How long
About 4 weeks, in any term
Who takes part
The whole Years 7–8 class, together

Your first step

Interview your user about the problem. Write needs (not solutions). Sketch three possible approaches.

Your journey: DESIGN

  1. Discover
  2. Explore
  3. Sketch
  4. Improve
  5. Give Value
  6. Navigate Constraints

Every stage has Getting started, On track and Stretch support, so the whole class can work on it together.

Explore more

Trusted New Zealand sites for your research.

For teachers: how to run it

Teach need-finding before prototyping. Safety check for materials. User test in week 3 with feedback capture.

Run it with a combined Years 7–8 class in any term. Students record each stage in Kōkiri Learn; you see progress by stage, never rankings or scores.

Ready to run it with your class?

Free trial for NZ schools. One combined Years 7–8 class, any term.