Technology / Inquiry • Years 9-12 • Ready to teach

Creative Problem Solving with Design Thinking

Move students beyond generic brainstorms by combining design-thinking process with Hangarau Māori, community need, and values-based decision-making so innovation work has purpose, context, and accountability.

Teaching use

Technology, enterprise, digital design, or cross-curricular innovation lesson that prepares ākonga for deeper project work.

Best for

Classes exploring local issues, user needs, or culturally grounded problem solving before moving into prototypes and product development.

Prep level

Low to medium. Choose one local challenge, school issue, or community need that matters to students and identify who is affected by it.

Next step

Use this lesson to generate and test solution ideas, then adapt the follow-up design brief or project sequence in Te Wānanga.

Use this as the problem-to-prototype bridge

This lesson is free to teach as-is. If you need a younger, more scaffolded, or more assessment-ready version, Te Wānanga can adapt the challenge while keeping the design process and local-context focus intact.

  • Generate issue-specific design prompts for your community, school, or rohe.
  • Create differentiated planning sheets, interview questions, or reflection prompts.
  • Save the best challenge frames in My Kete and keep refining them in Creation Studio.

Teacher planning snapshot

  • Time: 1-2 lessons for problem framing and solution ideation; extend into a prototype sequence if needed.
  • Grouping: Whole-class issue framing, group empathy/problem definition, then team ideation and quick testing.
  • Prior knowledge: No previous formal design-thinking knowledge required.
  • Kaiako focus: Push students beyond “cool ideas” toward solutions that are useful, culturally respectful, and realistic for the users affected.

What to prepare

  • Select one challenge connected to school life, local environment, community wellbeing, or cultural continuity.
  • Decide whether students will design individually or in groups of 2-4.
  • Print/share the design-thinking and challenge-planning handouts below.
  • Gather one or two examples of products or services that solve a genuine local need.

Resources already provided

  • Clear design-thinking process framing.
  • Challenge-planning resources and design templates you can use immediately.
  • Teacher prompts for empathy, user need, tikanga, and iteration.
  • Explicit curriculum companion for planning and moderation.

Ngā Whāinga Ako / Learning Intentions

  • Understand design thinking as a structured process for responding to real needs, not just generating random ideas.
  • Apply empathy, problem definition, ideation, and feedback to a locally meaningful challenge.
  • Use Māori and community values as part of judging whether a design idea is worthwhile.

Paearu Angitu / Success Criteria

  • I can explain the real need my design is responding to and who it is for.
  • I can generate more than one idea and justify why I selected one to develop further.
  • I can show how values, cultural context, and practical use shaped my final concept.

Curriculum integration is explicit

The linked curriculum companion shows how this lesson sits across technology, social inquiry, and local curriculum design. It makes the NZ curriculum fit visible instead of leaving kaiako to infer it from a generic design-thinking worksheet.

🛠️ Technology 🌿 Local curriculum 🤝 Community problem solving

Why this matters in Aotearoa

Design thinking can become shallow very quickly if it ignores whenua, whakapapa, and the people most affected by the problem. In Aotearoa, innovation should not only ask “does it work?” but also “for whom?”, “at what cost?”, and “does it strengthen relationships, wellbeing, and sustainability?”

Use Hangarau Māori and kaupapa Māori principles to help students see design as responsibility and contribution, not just invention. Local issues, cultural continuity, environmental care, and collective benefit should sit inside the brief from the beginning.

Teaching sequence

  1. Open with a real challenge: Present a school, community, or environmental issue that students can understand and care about.
  2. Build empathy and context: Ask who is affected, what they need, and what values or cultural responsibilities are already present.
  3. Define the problem well: Have students rewrite the challenge as a user-centred design question rather than a vague topic.
  4. Generate and sort ideas: Students sketch several options, then evaluate them for usefulness, feasibility, and cultural fit.
  5. Choose and explain one concept: Groups justify why their selected idea is the strongest current response.
  6. Prepare for prototyping: Move the best concepts into Te Wānanga or Creation Studio for fuller brief writing, refinement, and classroom follow-up.

Core teaching prompts

Questions for problem definition

  • Who is most affected by this problem?
  • What do they actually need, not just what do we assume they need?
  • What values should shape the design from the start?
  • What might make a solution inappropriate even if it looks efficient?

Questions for idea selection

  • Which idea is most useful to real people?
  • Which idea could realistically be tested or prototyped?
  • How does this design reflect care, sustainability, or collective benefit?
  • What feedback would help improve it before we commit?

Resources and scaffolds provided

If the lesson asks students to use a process chart, challenge brief, or design template, those resources are already linked here so kaiako are not left inventing them after the lesson promise has been made.

Support and extension

Support

  • Use one shared challenge for the whole class before moving to independent topics.
  • Provide sentence frames for user need, design goal, and justification.
  • Limit ideation to two strong options and model how to compare them.

Extension

  • Ask groups to gather stakeholder feedback and revise their concept.
  • Require a short values statement explaining how the idea reflects kaupapa Māori or community-centred design.
  • Move into a prototype storyboard or pitch deck in Creation Studio.

Print / share / open

  • Print the design-thinking process sheet and one challenge template per group.
  • Share one real problem context so students do not spend the whole lesson hunting for a topic.
  • Open Te Wānanga if you want a class-specific challenge set, user profile prompts, or pitch scaffold.

Settle before the lesson starts

  • What challenge will anchor the lesson if students struggle to generate their own?
  • What values or cultural considerations are non-negotiable in the solution process?
  • How far do you want students to get today: ideation only, or concept selection as well?

What good progress looks like by lesson one

  • Students can name the user need and frame a useful design question.
  • Each group has generated multiple ideas and selected one with reasons.
  • The class is ready to move into prototype planning rather than still sitting in vague topic talk.

🌍 Inclusion & Accessibility

ELL / ESOL support: Pre-teach key vocabulary before the lesson. Provide bilingual glossaries where available. Allow responses in home language as a first step.

Neurodiverse learners: Chunk instructions clearly. Offer choice in how students demonstrate understanding. Use visual supports and structured templates.

Scaffold & extension: Offer scaffold tasks and entry-level supports for students who need them. Extend capable learners with open-ended extension challenges.

Curriculum alignment