Arts & Design Thinking
Ko tōu reo, tōu ohooho; ko tōu reo, tōu māpihi mauri.
Your voice is your inspiration; your voice is the precious jewel of your being.
He Aha Tēnei? — What Is This?
This unit merges the design thinking process with creative arts practice. Students learn to empathise with real users, define problems clearly, generate ideas freely, build prototypes, and test them — all while developing visual arts skills and connecting to Māori principles of whakaaro hou (innovation) and manaakitanga (caring for others).
Students Will Learn To
- Apply the five-stage design thinking process to a real-world problem
- Use visual arts elements (line, form, colour, texture) intentionally in design
- Give and receive constructive feedback to improve their work
- Connect design ethics to Māori values: sustainability, community, relationship
- Present and explain design decisions to an audience
The sub-unit Unit 50 Phase 3: Arts & Design provides an extended version of this content for Years 9–10 with NCEA connections.
Raupapa Akoranga — Lesson Sequence
| Stage | Focus | Arts Skill | Key Activity |
|---|---|---|---|
| 1 — Empathise | Understanding users: interviews, observation, shadow | Observational drawing, visual note-taking | Interview 3 people; create empathy map poster |
| 2 — Define | Problem framing: "How might we…?" statements | Typography, layout, visual hierarchy | Craft a problem statement; create an illustrated brief |
| 3 — Ideate | Divergent thinking: quantity over quality first | Sketching, colour theory, brainstorm maps | Creative Problem Solving workshop ; 50 ideas in 10 minutes |
| 4 — Prototype | Making a low-fidelity model to test ideas | Form, texture, material exploration | Sustainable Tech Design Challenge |
| 5–6 — Test & Present | User feedback → iteration → final version | Presentation design, artist statement writing | Gallery walk critique; final portfolio presentation |
He Kōrero mā te Kaiako — Teacher Notes
Mātauranga Māori Connections
- Whakaaro hou (innovation) — Māori have always innovated: waka design, weaving patterns, pātaka architecture all embody systematic design thinking.
- Manaakitanga — Design for others, not just self. Who does your design serve? How does it express care for community?
- Tukutuku panels and kōwhaiwhai patterns are excellent examples of iterative design: pattern, test, refine across generations.
Differentiation
- Ākonga who need extension : Add a business model canvas; explore social enterprise design.
- Ākonga who need support : Provide sentence starters for empathy interviews; use structured empathy map templates.
- Allow choice of medium: 2D drawing, 3D model, digital design, or mixed-media.
Common Mistakes to Avoid
- Jumping to solutions before completing the empathise/define stages — hold the space for deeper understanding first.
- Treating prototyping as "the final product" — low-fi is the goal at stage 4.
- Skipping peer feedback — the test stage only works if students give honest responses.
Ngā Rauemi — Resources
Aromatawai — Assessment
Design Portfolio (ongoing)
Students maintain a design journal throughout the unit documenting each stage with sketches, notes, and reflections. Assessed holistically at the end.
Final Prototype + Presentation
Students present their final design to an audience (class or invited community members), explaining: the problem they solved, their process, what they changed after testing, and what they would do differently next time.
Assessment Criteria
| Criterion | Achieved | Merit | Excellence |
|---|---|---|---|
| Empathy & Problem Definition | Identifies a real user need | Articulates a nuanced problem statement | Demonstrates deep user understanding with evidence |
| Creative Process | Documents ideation with multiple ideas | Shows clear selection reasoning | Iterates meaningfully based on testing |
| Arts Skills | Uses visual elements purposefully | Demonstrates skill in chosen medium | Strong aesthetic voice and material control |
| Communication | Explains design decisions | Connects choices to user needs | Reflects critically on learning and next steps |
🎯 Curriculum Links | Te Hononga ki te Marautanga
Technology — Design, Make, and Innovate · Phase 3
“Clarity of purpose and relevance derive from stakeholder values, historical influences, and cultural contexts.”
This is the unit's anchor: Lesson 1's empathy interviews surface a user's values, and the pre-colonial kūmara case study reads design as shaped by place and by prior observation.
📑 All six verified statements, each against the lesson that teaches it →
📋 Teacher Planning Snapshot
Ngā Whāinga Ako — Learning Intentions
Students will engage with design thinking as a creative and cultural practice, drawing on toi Māori — the arts as an expression of whakapapa, identity, and community values — to develop innovative solutions to real-world challenges. Students will explore how Māori artistic traditions embody sophisticated design thinking rooted in tikanga and te ao Māori.
Ngā Paearu Angitū — Success Criteria
- ✅ I can apply the design thinking process (empathise, define, ideate, prototype, test) to a creative challenge.
- ✅ I can identify how Māori visual arts traditions reflect design principles and cultural values.
- ✅ I can evaluate my design process and explain how I incorporated feedback to improve my work.
Differentiation & Inclusion
Scaffold support: Provide step-by-step design thinking templates for entry-level access. Offer extension tasks requiring students to independently identify a community need and develop a prototype solution, integrating cultural design principles.
ELL / ESOL: Pre-teach design vocabulary (prototype, iteration, empathy, ideation). Allow students to sketch ideas before writing. Visual communication is a valid mode of expression in arts and design contexts.
Inclusion: Offer choice in materials and media to ensure access for all learners. Neurodiverse learners benefit from clear task structure, visual exemplars, and the tactile nature of prototyping. Ensure the classroom environment supports creative risk-taking without judgment.
Mātauranga Māori lens: Connect design thinking to toi Māori — the mauri (life force) in creative work, the role of whakapapa in informing aesthetic choices, and the principle that great design serves the wellbeing of the collective (whanaungatanga). Explore how Māori weaving, carving, and tā moko embody iterative design processes refined over generations.
Prior knowledge: No specialist prior knowledge required. Best positioned after foundational arts exploration.
🚀 Extension Activities
Three pathways that go deeper into the same design process rather than adding unrelated work. Each one reuses a tool ākonga already know from Lessons 1–5, so the extension is more practice at thinking, not a new set of instructions.
Entry-level — Interview one more user
Ākonga run a second empathy interview (Lesson 1) with someone outside their original user group: a younger student, a caretaker, a whānau member. They add the new observations to their empathy map and mark which of their original insights survived contact with a different person. Deliverable: an updated empathy map with the new voice in a different colour, and one sentence naming what changed.
Developing — Test the same prototype against a second POV
Using the Point-of-View statement method from Lesson 2, ākonga write a second POV for a different user, then test their existing prototype against it without rebuilding. The point is to discover that a design fit for one user often fails another, and to say why in the language of needs rather than preferences. Deliverable: a second Feedback Capture Grid (Lesson 5) plus a short written judgement — does this design serve both users, one, or neither?
Mastery — Run the full cycle on a real school problem
Ākonga apply the whole sequence to a live problem in the school that a named person actually has: queue congestion, a lost-property system, a shared space nobody uses. They must interview that person, define a POV and How Might We question, prototype once, test with the same person, and iterate. Where the design touches shared space or tikanga, they check with the appropriate staff member before proposing it. Deliverable: a one-page design case: POV, HMW, prototype photo, what the user did, what changed, and what they would test next.
🔗 Unit Progression & Next Steps
The five lessons are one pass through the design thinking cycle, and each one hands the next its raw material. Nothing here works as a standalone lesson: Lesson 3 has nothing to ideate about without Lesson 2's problem statement, and Lesson 5 has nothing to test without Lesson 4's model.
- 📖 Lesson 1 — Empathise: ākonga interview a real user and build an empathy map, learning that design starts with listening rather than with a solution.
- 📖 Lesson 2 — Define: the empathy map becomes a Point-of-View statement and a How Might We question, so the class is solving a stated problem rather than a guessed one.
- 📖 Lesson 3 — Ideate: divergent brainstorming against that HMW question, then a convergent vote under real constraints, ending with one committed concept.
- 📖 Lesson 4 — Prototype: ākonga name the assumption they most need to test, then build a low-fidelity model fast enough that they are willing to be wrong about it.
- 📖 Lesson 5 — Test: the original user meets the prototype. Ākonga observe in silence, sort the response into a Feedback Capture Grid, and justify one iteration with evidence rather than taste.
Where it goes next. The habit this unit builds — define before you solve, test before you commit — transfers directly into the technology strand's design brief work and into any inquiry where students propose a change. Ākonga who want the same cycle at greater depth should take the Mastery extension above and run it on a live school problem with a named user.
📖 Lesson Sequence
Lesson 1: Whakaaroaro — Empathise
Interview a real user and build an empathy map. Design starts with listening, not with a solution.
Lesson 2: Tautuhi — Define
Turn the empathy map into a Point-of-View statement and a How Might We question, so the class solves a stated problem rather than a guessed one.
Lesson 3: Whakaputa Whakaaro — Ideate
Brainstorm widely against that question, then converge under real constraints and commit to one concept.
Lesson 4: Hanga Tauira — Prototype
Name the assumption most worth testing, then build a low-fidelity model fast enough to be willing to be wrong about it.
Lesson 5: Whakamātau — Test and Iterate
The original user meets the prototype. Observe in silence, sort the response, and justify one iteration with evidence rather than taste.
Pedagogical Foundations | Ngā Tūāpou Akoranga
Arts and design thinking are not soft supplements to STEM — they are rigorous cognitive modes that develop capacities formal schooling consistently neglects. Three researchers explain why this unit’s integration produces genuinely different learners.
→ Explore all theorists at Te Whare Ako — Teaching Theory