"Mā te rongo, ka mōhio. Mā te mōhio, ka mārama. Mā te mārama, ka mātau. Mā te mātau, ka ora."
Through listening comes knowledge. Through knowledge comes understanding. Through understanding comes wisdom. Through wisdom comes wellbeing.
This whakataukī stands as its own teaching about listening, understanding, wisdom, and wellbeing.
📋 Unit Overview
Māori communities have long histories of innovation in Aotearoa. Waka hourua, wharenui, and rua kūmara each arose within particular environments, purposes, communities, and knowledge traditions. These examples offer useful points of comparison with the five-phase design-thinking process used in this unit, but they are not presented as earlier versions of, or equivalent to, that framework.
In this unit, ākonga apply the five-phase design-thinking process to a real community challenge. By engaging with real stakeholders in their school or wider community, students define genuine needs, use structured collaborative brainstorming, build low-fidelity prototypes, and test, refine, and retest them with real users.
Learning Outcomes
- Develop empathy skills through observation and interviewing
- Define problems from a user-centred perspective
- Generate creative ideas through brainstorming techniques
- Create rapid prototypes to test ideas
- Gather feedback and iterate on designs
- Communicate design decisions effectively
🔄 Lesson Sequence | Te Ara Ako
Ākonga progress through a structured five-phase cycle, moving from initial stakeholder research to a tested, revised prototype.
Empathise
Listening carefully to understand stakeholder needs and context.
Define
Synthesising interview insights into a clear, actionable, human-centred problem statement.
Ideate
Generating diverse ideas, then selecting with user, feasibility, specification, and resource-impact criteria.
Prototype
Constructing rapid, low-fidelity paper and card models to make design thinking tangible.
Test + Iterate
Gathering user feedback, implementing one evidence-based refinement, and running a brief retest.
🧭 Pedagogical Approaches | Ngā Ritenga Whakaako
Mātauranga Māori / Kaupapa Māori
Studying sourced examples of whakairo, waka, and pā engineering as distinct Māori innovation and knowledge traditions, each situated in its own place and authority. This aligns with Graham Hingangaroa Smith's emphasis on mātauranga Māori as self-determining rather than a cultural supplement.
Praxis & Action-Oriented Learning
Fusing critical reflection with active making. Rapid prototyping is the physical manifestation of Paulo Freire's praxis—where students do not just theorise solutions but construct, test, and adapt them under constraints to affect real-world change.
Place-Based Inquiry
Grounding design challenges in the immediate physical and social realities of the school or community. In accordance with Wally Penetito's place-based education, learning begins with the whenua students stand upon and the relationships they build with real community stakeholders.
📋 Teacher Planning Snapshot
🎯 Curriculum Links | Te Hononga ki te Marautanga
Phase 3 | Technology — Design, Make, and Innovate. This overview carries one verified anchor. The complete four-statement set and lesson-by-lesson map live in the curriculum companion.
"Clarity of purpose and relevance derive from stakeholder values, historical influences, and cultural contexts."
📑 Full verified curriculum alignment for this unit → — Phase 3 · Years 7–8.
🎯 Ngā Whāinga Ako — Learning Intentions
Throughout this 5-lesson unit, students engage in technological practice by mapping stakeholder needs, framing problems, generating ideas, and rapid prototyping. The learning intentions mapped lesson-by-lesson are:
- Lesson 1: Empathise — Study one Māori innovation case on its own terms, then use structured empathy interviews to document stakeholder needs, feelings, and surprises using empathy maps.
- Lesson 2: Define — Synthesise interview insights to frame a specific, human-centred problem statement using the Point-of-View (POV) formula and construct "How Might We...?" (HMW) design prompts.
- Lesson 3: Ideate — Generate a wide range of creative ideas through divergent brainstorming sprints, and apply convergent criteria (user need, feasibility, specifications, and resource/community impact) to select ideas for prototyping.
- Lesson 4: Prototype — Construct low-fidelity physical prototypes using paper, cardboard, and roleplay to make design thinking visible and testable.
- Lesson 5: Test + Iterate — Get direct, silent user feedback, implement one evidence-based refinement, and run a brief retest to judge whether the change helped.
✅ Ngā Paearu Angitū — Success Criteria
Students demonstrate their progress and mastery against the following lesson-specific indicators:
-
Lesson 1: Empathise
✓ I can complete an empathy map showing what my user said, thought, did, and felt during our interview.
✓ I can identify at least two unexpected needs of my user based on deep listening. -
Lesson 2: Define
✓ I can write a Point-of-View statement that is user-centred and actionable: [User] needs [need] because [insight].
✓ I can frame a "How might we...?" question that opens up multiple creative directions. -
Lesson 3: Ideate
✓ I can generate at least 15 different ideas during a divergent ideation session.
✓ I can evaluate and select the best concept based on user need, feasibility, specifications, and resource/community impact. -
Lesson 4: Prototype
✓ I can build a rapid, low-fidelity prototype using simple materials to test my design concept.
✓ I can explain which specific assumption my prototype is testing. -
Lesson 5: Test + Iterate
✓ I can conduct a testing session, recording user reactions without explaining or defending my design.
✓ I can implement one evidence-based change and record what happened in a brief retest.
🤝 Differentiation & Inclusion
Scaffold support: For entry-level learners, provide pre-structured empathy interview protocols, visual ideation boards, and pre-made low-fidelity cardboard templates. Offer guided design challenges with pre-defined problems (e.g., "redesign the school library entrance").
ELL / ESOL: Pre-teach key design terms (empathy, prototype, iteration, insight). Use highly visual maps and storyboards, and allow students to describe and sketch their ideas visually before writing descriptions in English.
Inclusion: Provide multiple pathways for prototyping (some students may excel at physical building, others at roleplaying or digital wireframing). Scaffold peer feedback to focus on constructive next steps rather than criticisms.
Mātauranga Māori boundary: Keep the Stanford-derived five-phase process and mātauranga Māori distinct. Lesson 1 studies Māori innovation as its own knowledge tradition before ākonga use a modern empathy-interview tool. Use local tikanga or kaitiakitanga guidance only when it comes from an appropriate community source; do not relabel generic design activities with Māori terms.
Prior knowledge: Best used when students have basic collaboration skills. Connects well to Social Sciences (civic action) and Arts (spatial/product design).
🔗 Unit Progression | Te Ara o Ngā Akoranga
Learning arc: This unit uses one lesson for each phase of the five-phase Design Thinking process. The arc is not linear: Lesson 5 requires ākonga to implement a refinement and retest it, and evidence may send them back to Define or Ideate. The whakataukī "Mā te rongo, ka mōhio; mā te mōhio, ka mārama; mā te mārama, ka mātau; mā te mātau, ka ora" stands as its own teaching about listening, understanding, wisdom, and wellbeing; it is not a translation of the five phases.
Lesson 1: Empathise
- Students study a sourced Māori innovation case on its own terms, then conduct one structured peer interview about a real school challenge.
- Empathy maps capture what users say, think, do, and feel. The goal is surprise: if students come out of Empathise thinking exactly what they thought going in, they haven't listened.
- Kaiako make the knowledge boundary explicit: Māori innovation is not presented as an early form of the Stanford process, and local tikanga is not generalised into a design-thinking method.
Lesson 2: Define
- Students synthesise their empathy research into a single point-of-view statement: "[User] needs [need] because [surprising insight]."
- The "How Might We…?" question converts the point of view into a design prompt. A good HMW is specific enough to be actionable and open enough to allow multiple solutions.
- Common mistake: students skip to solutions during Define. The teacher's role is to hold the constraint — no ideas yet, just sharper problem framing.
Lesson 3: Ideate
- Divergent sprint: generate at least 15 ideas before evaluating any. "Yes, and…" over "Yes, but…" — evaluation kills generativity when it arrives too early.
- Convergent selection: students use agreed criteria (user need, feasibility, specifications, and resource/community impact) to select one idea for development.
- Where mana whenua or another appropriate local source has provided kaitiakitanga guidance, kaiako may add it as a distinct, attributed criterion rather than treating generic lifecycle scoring as “the Māori view”.
Lesson 4: Prototype
- Low-fidelity builds only — paper, card, tape, role-play scripts, storyboards. The point is to make thinking visible and testable, not to produce a finished product.
- Each prototype tests one assumption from the HMW statement. Students can and should build multiple prototypes of the same idea if different assumptions need testing.
- Māori design context: form and material carry cultural meaning — a prototype for a community solution should consider whether its materials and aesthetics are congruent with the community it serves.
Lesson 5: Test + Iterate
- Real users test the prototype while the designer observes silently and records. No explaining, no defending — the silence is the data.
- Feedback drives mandatory iteration: students implement at least one practical refinement, run a brief retest, and record what changed with direct reference to user evidence.
- The cycle may repeat: Test findings often send students back to Define or Ideate. This is success, not failure — it means the process is working.
- Culminating presentation: students present their design process (not just the final prototype) to a panel that includes a real community stakeholder where possible. The process IS the learning.
Beyond the unit: Design Thinking is a transferable process, not a unit topic. Students who internalise empathy-first thinking carry it into every subsequent project, inquiry, and leadership role. The teacher's highest-value move at the end of this unit is naming where they see the process being used elsewhere — in kura, in community, in life.
Pedagogical Foundations | Ngā Tūāpou Akoranga
Design Thinking sits at the intersection of three major pedagogical traditions that separately arrived at the same conclusion: genuine learning requires making something that works in the world.
→ Explore all theorists at Te Whare Ako — Teaching Theory