In Year 9 & 10 we expand the opportunities available to students based on their successful experiences in Years 7 & 8. Students have access to a wide range of technologies throughout the course to meet the needs of their project briefs.
Students learn to analyse design situations, brainstorm, collaborate, design, test & produce appropriate solutions in both team and individual design projects.
Students will develop expertise in digital learning environments, software applications (including CAD, CAM & CNC) & be provided with the opportunities to explore the creation of projects using traditional tools & techniques AND the wide range of technologies we have at Bulli High, including; 3D printing, laser cutting, CNC machining, sublimation, vacuum forming & much more!
YEAR 9 ASSESSMENT TASKS
For those that may be interested...
CLICK HERE coming soon
YEAR 10 ASSESSMENT TASKS
Students pursue a project based learning opportunity based on their particular interest in the design & STEM industries.
To access safety training modules & your safety record history,
CLICK HERE
So you never quite get why you just can't start your project? Watch this clip to learn about each stage of the design process.
Watch the short video above to help figure out how to measure, mark & cut those crazy non 90 degree angles.
Watch the short video above to help you figure out how much it costs to create your project.
Aboriginal and Torres Strait Islander Peoples
Aboriginal Peoples are the first peoples of Australia and are represented by over 250 language groups, each associated with a particular Country or territory. Torres Strait Islander Peoples are represented by five major island groups, and are associated with island territories to the north of Australia’s Cape York which were annexed by Queensland in 1879.
An Aboriginal and/or Torres Strait Islander person is someone who:
· is of Aboriginal and/or Torres Strait Islander descent
· identifies as an Aboriginal person and/or Torres Strait Islander person, and
· is accepted as such by the Aboriginal and/or Torres Strait Islander community(ies) in which they live.
accessibility
The extent to which a system, environment or object may be used irrespective of a user’s capabilities or abilities. For example, the use of assistive technologies to allow people with disability to use computer systems, or the use of icons in place of words to allow young children to use a system.
aesthetics
Aesthetics is concerned with the appearance and visual impact or appeal of a product or environment and is influenced by social, emotional and demographic factors.
collaboration
Working with others towards a shared goal, through a variety of modes of communication. This may be achieved using a range of technologies, tools and processes.
concept
An abstract idea that can be developed into a product, system or environment through the process of design.
copyright
The protection provided to the creators of original works that offers a legal framework for the control and reproduction or transmission of their creations. Copyright protects written works, computer programs and artistic works such as architecture, broadcasts, computer programs, drawings, films, music, paintings, photographs, sound recordings and videos.
criteria
A descriptive list of essential features against which success can be measured and evaluated.
data
Data is the facts, figures or details from which information is derived. For data to become information, it needs to be put into context. For example, a list of temperatures recorded in a city for the past ten years is data but it does not provide any information until it is analysed so that patterns are visible and conclusions can be drawn.
design thinking
Thought process involved in understanding and developing solutions to design needs and opportunities.
designed solution
A product, service or environment that has been created for a specific purpose or intention as a result of design thinking, and design and production processes.
designing
The development of a solution to an identified need or opportunity. Designing involves research and investigation with consideration of human, technical and environmental factors, available resources and time frames. Designs should be tested and evaluated against predetermined criteria.
disability
An umbrella term for any or all of the following components:
· impairments: challenges in body function or structure
· activity limitations: difficulties in executing activities
· participation restrictions: challenges an individual may experience in involvement in life situations.
diversity
Differences that exist within a group, eg age, sex, gender, gender expression, sexuality, ethnicity, ability/disability, body shape and composition, culture, religion, learning differences, socioeconomic background, values and experience.
emerging technology
New technologies that are still immature or will be developed over the next five to ten years, which may deliver significant value and substantially alter the business and social environment.
enterprise
A business or company undertaking projects for financial gain or social benefit.
entrepreneurship
Taking on financial, personal and corporate risk in the hope of profit.
environment
The surroundings or conditions in which a person, animal or plant lives or operates. An environment may also be natural, managed, constructed or digital.
ergonomics
The study of people's physical relationship to their built environment and tools which affect their health and efficiency to perform the task.
ethics
Moral principles that govern the development of design ideas.
evaluate
Make a judgement by assessing performance against predetermined criteria.
function
The way a product, system or environment is intended to work.
historical
The development of design ideas due to past events or experiences.
holistic
The belief that the parts of the design process are intimately interconnected and explicable only by referencing the whole design process.
impact
The influence or effect of one entity on another.
Indigenous
Internationally recognised term for the first people of a land. In New South Wales the term ‘Aboriginal person/Peoples’ is preferred.
Indigenous cultural and intellectual property
Includes objects, sites, cultural knowledge, cultural expression and the arts, that have been transmitted or continue to be transmitted through generations as belonging to a particular Indigenous group or Indigenous people as a whole or their territory (see intellectual property).
innovation
The action or process of developing new items or changing existing products, systems or environment in order to improve their function, aesthetics or environmental impact.
intellectual property
Non-material assets such as forms of cultural expression that belong to a particular individual or community. Intellectual property rights refer to the rights that the law grants to individuals for the protection of creative, intellectual, scientific and industrial activity, such as inventions (see Indigenous cultural and intellectual property, and copyright).
management
The process of dealing or controlling the development of a project to completion.
marketing
Commonly used within the field of design with terms like ‘strategies’ or ‘research’ to indicate communication with consumers of available products and services.
material
A physical or virtual substance from which something can be made. Materials can be manipulated and are used to create products or environments.
models
A mathematical, conceptual or physical representation that describes, simplifies, clarifies or provides an explanation of the structure, workings or relationships within an object, system or idea. Models can provide a means of testing and predicting behaviour within limited conditions. Models may be physical or exist in digital form.
multimedia
The use of ICT to present combinations of text, graphics, video, animation and/or sound in an integrated way. Where there is facility for a user to interact with multimedia, the term ‘interactive multimedia’ may be used. Examples include interactive games, media-rich websites, electronic books (eBooks) and animated films.
need
A circumstance in which something is necessary in order to survive or be successful.
opportunities
A set of circumstances that make it possible to expand the initial use or ideals of a product in order to expand its appeal, functional ability or consumer market.
preferred futures
A selected future used to inform the creation and evaluation of designed solutions to ensure a positive outcome on the individual, society and/or the environment.
producing
Actively realising (making) designed solutions, using appropriate resources and means of production.
product
The tangible end results of natural, human, mechanical, manufacturing, electronic or digital production and processes.
project
An individual or collaborative problem-solving activity undertaken by students that is planned to achieve an articulated aim.
project management
The process of planning, organising, controlling resources, monitoring timelines and actions, and completing a project to achieve a goal that meets identified criteria.
prototype
A trial product or model built to test an idea or process to inform further design development. Its purpose is to see if and how well the design works and is tested by users and systems analysts. A prototype can be both a physical object or exist in digital form (see models).
realisation
The achievement or completion of a design project through the process of design.
research
The systematic investigation into and study of materials and resources in order to establish facts and develop new ideas.
society
People living together in a more or less ordered community.
solution
The answer to a stipulated problem. In the case of design, the final project being presented in response to a stated need.
stakeholder
A person with an interest or concern in a developing design idea.
sustainability
Supporting the needs of the present without compromising the ability of future generations to meet their needs.
technology
Any system, tool or material that can be used to produce a design solution.