Mr Nor Dnt
MY OWN TEN YEAR SERIES
Tutorial Class , Every Tuesday 4pm to 5pm.
MY OWN TEN YEAR SERIES
Designing is about making changes to improve things, focusing on understanding people, being practical, and making things suitable for everyday life. It involves thinking and doing to create solutions using the right technology with a clear purpose. This includes logical thinking and creative ideas within a mix of analyzing, creating, and critical thinking.
You will need to look at daily activities to find design opportunities and take ideas from the beginning to the final product.
A Design Situation is the context or environment where a problem exists (e.g., "The school canteen is very crowded during recess").
A Design Opportunity is the specific problem you decide to solve within that context (e.g., "Students struggle to carry multiple drinks without spilling them").
To find a meaningful opportunity, we focus on the User 👤. We need to understand:
Who is facing the problem?
What specifically are they trying to do?
Why is the current way of doing it not working?
Once you identify this, you write a Design Brief. This is a short statement that outlines what you intend to design, who it is for, and where it will be used, without jumping to the solution yet. For example: "I will design and make a portable organizer for art students to keep their brushes and paints tidy while working in the outdoors."
To get us started, think about your own daily routine or the people around you. What is one small, recurring frustration or "problem" you’ve noticed at home, in school, or during a hobby?
Summary
Needs Analysis: Figuring out what user needed through brainstorming activities, mindmap, survey, interview, product research and any other research.
Idea Conceptualization: Coming up with ideas through doodling, sketching, morphing, shapeborrowing and SCAMPER.
Development : Creating and testing versions of your idea using mock up models from cardboard, foamboard, paper.
Prototyping : Making and realising your idea into a fully functional product ready to meet user needs.
Research: Supporting your work with Facts, Findings, Feelings and Future developments.
This will help you arrive at the best design solution.
- Mr Nor C D
Excerpt from: https://www.seab.gov.sg/docs/default-source/national-examinations/syllabus/olevel/2022syllabus/7059_y22_sy.pdf
Let's explore the world of Design and Technology (D&T) together. This subject is unique because it challenges you to be both a creative thinker and a practical builder. We’ll look at how to tackle real-world problems using a "design-and-make" approach, and I’ll ask guiding questions along the way to help you master the different components. 🛠️
At its core, D&T is split into two major parts: a Written Examination and a year-long Design Project (Coursework). You are expected to demonstrate knowledge in three main areas:
This is the "thinking" side. You identify a need or a problem and work through a cycle of research, ideation, and refinement.
Needs Analysis: Using tools like 5W1H (Who, What, Where, When, Why, How) or PIES (Physical, Intellectual, Emotional, Social) to understand your user.
Ideation: Generating wild and wonderful ideas using techniques like SCAMPER or Shape Borrowing.
Prototyping: Testing your ideas early with quick paper or foam mock-ups before building the final version.
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Design Thinking Circle Concept
This is the "working" side. You learn the engineering principles that make products functional:
Mechanisms: How levers, gears, and linkages transform motion.
Electronics: Using components like sensors, resistors, and transistors to create "smart" responses.
Structures: Understanding how to make products strong and stable under different loads.
This is the "hands-on" side. You gain a deep understanding of Resistant Materials (like wood, metal, and plastics) and the safe use of workshop tools to realize your final design.