Kōkiri Learn
A group of students gathered around a classroom table of cardboard prototypes, tape and pencil sketches, one holding up a model

Technology · World 1 of 8 · Years 7–8

Te Hoahoa Otinga: Designing Solutions

Find one real person with an everyday problem, dig for the real cause, then build, test and improve something that helps.

Big question: How do designers make sure they are solving the right problem for a real person?

You'll make
A tested prototype for one real user, plus a design story (photos, sketches, test notes and the changes you made) that you hand over to them.
For
Your real user and their whānau, then a school design showcase
Time
4 weeks · 2 sessions a week

Your mission

Why it matters

Someone near you has a small, stubborn problem: a new entrant who can't reach the bag hooks, a koro whose hands ache when he opens jars, a coach who loses the bibs every Saturday. They have probably put up with it for ages. Your job is to understand their problem better than anyone has before, then design, test and improve something that genuinely helps them.

Lots of products fail because they solve the wrong problem. Designers who listen first, ask 'why?' and test early make things people actually use. These are the same skills that help you work in a team, make decisions and fix problems anywhere in life.

A student taking notes while an older woman at a kitchen table shows how hard it is to open a jar
Listen first: watch your user do the task and write down what you notice.

Your first step

Choose a person with a problem and interview them. Ask about the last time the problem happened. Write their needs as 'needs to…' statements, not solutions. Then sketch three different ways you might help.

Make it yours

Choose a context

Same big question, three different places to explore it. Pick the one that fits your class and community.

  1. The junior school

    Work with a younger class. Bag hooks that are too high, lunchboxes that won't open, reading books that go missing, a messy mat-time area. Your users are small, honest testers who will show you straight away what doesn't work.

  2. Home and whānau

    Design for a kaumātua, a parent or a younger sibling. A jar opener for sore hands, a medicine reminder, a better way to hang washing, a gadget holder for the car. You can visit and test with them, and they can tell you if it works at home.

  3. A community place

    Partner with a local sports club, kindergarten, marae kitchen, library or community garden. A tidy system for club gear, a tool rack for the garden shed, a sign-in board for volunteers. Ask the people who run it what slows them down.

DESIGN

Week by week

Two sessions a week, each with Getting started and Stretch support so the whole class works together.

  1. W1Meet your user and find the real problemDiscover: Symptom or root cause? · Explore: Needs, existing solutions and a brief
  2. W2Lots of ideas, then one to buildExplore: Crazy eights and team roles · Sketch: Annotated sketches and a first model
  3. W3Test with your user and make it betterImprove: The user test · Improve: Build version two
  4. W4Show the value and explain the trade-offsGive Value: Does it meet the need? · Navigate Constraints: Trade-offs and hand-over
A desk covered in rough pencil sketches, sticky notes, a ruler and a cardboard desk organiser prototype
Many ideas, fast and rough, before choosing one to build.

Hands-on

Activities

Investigations and projects that fit the weeks above. Open one to see what you need and how you'll know it worked.

Five whys detectiveWhat is the real cause behind the problem?Open

You need: a problem statement from your user · sticky notes · a partner

  1. Write the problem on the top sticky note, e.g. 'The club's bibs go missing.'
  2. Ask 'why?' and write the answer on the next note underneath.
  3. Repeat until you have asked 'why?' five times, or you reach something you could change.
  4. Circle the root cause. Cross out any 'solutions' that only fix a symptom.
  5. Check with your user: does this root cause sound right to them?

How you'll know: Your root cause is something you can design for, and your user agrees it is the real issue.

Go further: Try the council park challenge: the park is empty and the council wants a new playground. List four ways to find out if a playground is really the problem.

Fits week 1 →
Empathy interviewWhat does my user really need?Open

You need: interview question card · notebook or recording device (with permission) · an adult present for off-site interviews

  1. Ask permission to take notes, and explain you are learning about the problem, not selling anything.
  2. Start with 'Tell me about the last time…'. Let silences sit; people often add the useful bit after a pause.
  3. Ask 'why?' at least twice, and 'Can you show me?' once.
  4. Write down exact words and anything you see them do that they didn't mention.
  5. Write three needs starting 'needs to…'.

How you'll know: Each need describes the problem, not a product. 'Needs to open jars without twisting hard' is a need; 'needs an electric jar opener' is a solution.

Go further: Watch your user do the task for five minutes without talking, and list three things they didn't say out loud.

Fits week 1 →
Decider, Devil's Advocate, DoerHow can a team move from talking to making?Open

You need: timer · role cards · paper and pencils

  1. In threes, give each person a role card: Decider, Devil's Advocate, Doer.
  2. Brainstorm for three minutes: design a new school uniform using only three colours.
  3. The Devil's Advocate respectfully points out what could go wrong with each idea.
  4. The Decider must choose the colours by minute four.
  5. The Doer finishes a labelled sketch by minute ten. Swap roles and try again with a real design decision.

How you'll know: Your team made a decision on time, and everyone can say how their role helped.

Go further: Talk about it: in Aotearoa teams often aim for everyone to agree. When is agreement worth waiting for, and when is a quick decision better?

Fits week 2 →
Crazy eightsHow many different ways could we meet this need?Open

You need: A4 paper folded into eight · pencil · timer

  1. Fold the page into eight boxes.
  2. Set a timer for eight minutes: one idea per box, one minute each.
  3. Make each idea different: something to wear, something to hold, something on a wall, something digital.
  4. Star the two ideas your user is most likely to use every day.

How you'll know: You have eight genuinely different ideas, not eight versions of the same one.

Go further: Combine the best parts of two ideas into a ninth.

Fits week 2 →
Material strength testWhich material is strong enough for our prototype?Open

You need: strips of card, corrugated card, plastic from packaging and paper, all the same size · two desks · coins or washers as weights · ruler

  1. Cut each material to the same size strip, e.g. 30 cm by 5 cm.
  2. Bridge each strip across a 20 cm gap between two desks.
  3. Add weights one at a time until the strip sags 2 cm.
  4. Record the number of weights for each material in a table.
  5. Fold or roll your weakest material and test again.

How you'll know: A fair test keeps the strip size and gap the same, so only the material changes.

Safety: Keep feet clear when weights fall; use scissors, not craft knives, for thin card.

Go further: Work out which material gives the most strength for the least weight.

Fits week 2 →
Silent user testWhat happens when the real user tries our prototype?Open

You need: your prototype · test plan · clipboard · camera for hands and prototype only

  1. Tell your user the task, e.g. 'Hang your bag and get your lunch out.'
  2. Hand over the prototype and say nothing. No explaining, no helping.
  3. Record every hesitation, workaround and comment.
  4. Afterwards ask: 'What was the hardest part?' and 'What would you change?'
  5. Sort notes into worked / didn't work / surprised us.

How you'll know: You have notes of what your user did, not just what they said, and one clear change to make.

Safety: Check the prototype for sharp edges, loose staples and hot-glue strings before a young child or older person uses it.

Go further: Run the same test with a second user and see if the same problem shows up.

Fits week 3 →
Upcycle challengeCan we make our final version from things that would have been thrown away?Open

You need: clean recycled materials (tubes, boxes, fabric, lids) · low-temperature glue gun with adult · masking tape · scissors

  1. List the parts your design needs and what each part must do.
  2. Hunt the recycling for a material that does each job.
  3. Build version two using only recycled materials plus joiners.
  4. Test it against your 'needs to…' statements.

How you'll know: It still meets the need, and you can say what each recycled material replaced.

Safety: Glue guns only at the supervised station; rinse and check recycled containers for sharp edges.

Go further: Weigh the materials you used and estimate how much would have gone to landfill.

Fits week 3 →
Trade-off tableWhat did our design give up, and was it worth it?Open

You need: design story · trade-off table template

  1. List the main decisions you made (material, size, shape, how it attaches).
  2. For each, write what you gained and what you gave up.
  3. Mark which constraint (size, time, cost, safety, sustainability) forced the choice.
  4. Ask your user if the trade-off was the right one for them.

How you'll know: Every trade-off has a reason linked to a constraint or to test evidence.

Go further: Suggest one trade-off you would make differently with more time or money.

Fits week 4 →
Close-up of a seed head covered in tiny curved hooks against a black background
Burrs like this, stuck to his dog's fur, gave George de Mestral the idea for hook-and-loop fastening (Velcro) in 1941.Photo: Zephyris, Wikimedia Commons, CC BY-SA 3.0

Background reading

Read to understand

Short readings written for Kōkiri Learn students, with their sources.

Trusted NZ sites

Explore more

Placed at the stage of the journey where each one helps.

Beyond the classroom

Share it and work together

Real audiences

  • Your user and their whānau at a hand-over
  • A school design showcase or open evening
  • The junior class, club or community group that shared the need

Work with other schools

  • Swap design briefs with a class at another school: each class interviews its own user, then the other school designs for them over video.
  • Hold an online design critique where partner schools give 'I like, I wonder, what if' feedback on each other's prototypes.
  • Build a shared bank of empathy-interview questions and user-test templates that classes add to each term.
  • Invite a local designer, engineer or occupational therapist to review prototypes with several schools at once.

Stretch challenges

  • Make a second version for a different user with a similar need, and compare what changed.
  • Write a simple step-by-step instruction sheet with diagrams so someone else could build it.
  • Research a designer who started with observation, like George de Mestral (Velcro) or James Dyson (bagless vacuum), and compare their process with yours.
  • Add a digital part, such as a micro:bit reminder or a Tinkercad model ready for a 3D printer.

New Zealand Curriculum

What this world covers

Mapped to the refreshed Phase 3 statements. The whole class covers both the Year 7 and Year 8 sequences over two years.

  • Technology · Design and innovation

    Human-focused design: co-constructing a brief with a stakeholder, divergent then convergent thinking, annotated sketches and models, testing and improving with feedback

    Year 7 sequence

  • Technology · Materials and ingredients

    Functional modelling; choosing materials by properties (strength, flexibility) and feasibility; safe techniques; recycled and sustainable materials

    Year 7 sequence

  • English · Oral language

    Open questions that test assumptions in an empathy interview; roles in group discussion (Decider, Devil's Advocate, Doer)

    Year 7 sequence

  • Mathematics and Statistics · Measurement

    Measuring the user and the space in millimetres; scale for sketches and models

    Year 7 sequence

  • Health and Physical Education · Health: relationships

    Empathy and decision-making when designing for someone else

    Year 7 sequence

For teachers: how to run it

Prep: line up real users before week 1 (a junior teacher who will lend a class, whānau volunteers, or one community group) and get consent for students to interview, photograph hands and prototypes (not faces) and return to test. Collect clean recycled card, tubes, fabric scraps, pegs, string and masking tape; a craft-knife station and a low-temperature glue gun station with adult supervision, cutting mats and a safety briefing before any tool is used. Teach need-finding before any making: the Harakeke 'Solving the Right Problem' ideas (symptom vs root cause, five whys, the slow-lift mirrors story, the bike-shop backlog) work well as the week 1 hook, and the 'Making Decisions' roles (Decider, Devil's Advocate, Doer, rotating each task) stop groups stalling in week 2. Protocols: users are experts on their own lives; students ask permission, never promise a finished product, and share the design story back. When working with a marae or kaumātua, go through the school's own iwi relationships and follow the host's tikanga. Differentiation: supported learners can work in pairs on one user with a question card and sentence starters ('needs to…', 'I noticed…'); confident learners interview two users and compare, or add a digital part (a Tinkercad model or a micro:bit reminder). Pūkeko, the AI companion, asks one question about a design change; it never designs or judges the work. Kōkiri Lab links: the Robotics and Systems world extends the 'add a sensor' stretch.

This world is live in Kōkiri Learn: students record each stage, and your dashboard shows who has started and where they are, never rankings or scores.

Ready to run it with your class?

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