🕘 Lesson at a Glance | Te Hōtaka
Lesson Overview | Tirohanga Whānui
Brainstorming is a discipline, not a free-for-all. In this lesson, ākonga transition from problem definition to solution generation. They learn the rules of ideation: deferring judgment to maximise quantity, and using collaborative wānanga to build on others' concepts. They practise divergent thinking to generate at least 15 raw ideas, sketch those ideas to explore form and function, and then apply convergent filters. By evaluating concepts against feasibility, user desirability, and the ecological/community values of kaitiakitanga, they select a single concept to prototype in Lesson 4.
Learning Intentions | Ngā Whāinga Ako
- Apply divergent thinking rules (deferring judgment, building on others' ideas) to generate a high volume of diverse design ideas.
- Use sketching and labelling to explore how different forms (materials, shapes) support the intended functions of a design.
- Evaluate and select a design concept using a criteria grid that balances user needs, feasibility, and kaitiakitanga values.
⚡ Do Now
⏱ 5 minOn the board: A simple paperclip.
- The challenge (2 min): In your book, list as many different uses for a paperclip as you can. Do not filter your ideas — write down everything, no matter how strange!
- Share and group (3 min): Share your list with a partner. Group your ideas into obvious (holding paper, bookmark) and creative (lock pick, reset button tool, clothing clip, wire stand).
Activity 1 · The Divergent Brainstorming Sprint
⏱ 20 minWhat it is: A fast-paced collaborative wānanga where quantity is prioritised over quality to open up new design paths.
Run it
- The Rules (3 min): Introduce the four rules of brainstorming: (1) Defer judgment (no "that won't work"), (2) Encourage wild ideas, (3) Build on others' ideas ("Yes, and..." instead of "Yes, but..."), and (4) Go for quantity (target = 15 ideas).
- Divergent Sprint (12 min): In pairs, read your HMW question from Lesson 2. Write each new idea on a separate sticky note (or list them rapidly in your books). Challenge each other: "What if we had no budget?" "What if it had to be digital?" "What if it had to be made of wood?"
- Review (5 min): Group your ideas into clusters on a desk or board. Notice the range of approaches you came up with.
Activity 2 · Sketching Forms and Functions
⏱ 20 minWhat it is: Making ideas visible. Drawing is a technological tool that allows designers to explore and communicate how a product works.
Run it
- Selection (2 min): Look at your group's ideas. Each student selects their two favourite ideas to develop individually.
- Sketching (12 min): Draw a clear, labelled sketch of each idea in your book. Label the form (what shape is it? what materials would it use? what does it look like?) and the function (what does it do? how does the user interact with it?).
- Refinement (6 min): Discuss with your partner how you could refine the shapes or materials to make the product work better.
Activity 3 · Convergent Selection: Filtering the Concepts
⏱ 20 minWhat it is: Converging on a decision. Ākonga use a structured grid to select the single strongest concept rather than just choosing the easiest.
Run it
- The Grid (5 min): Draw a matrix in your book with four columns: Concept Name · Desirability (Does the user want it?) · Feasibility (Can we realistically build a prototype?) · Kaitiakitanga (Does it protect resources and serve the community?).
- Scoring (10 min): Score each of your four concepts (two from Student A, two from Student B) from 1 to 3 in each column. Total the scores.
- Check specifications (5 min): Verify that the highest-scoring concept fits the measurable specifications you wrote in Lesson 2. Adjust the concept if it fails a critical specification.
🪶 Mātauranga (Kaiako guidance): The kaitiakitanga score is key. Ask students: Where did the materials come from? Where will they go when the user is finished with them? A design that solves a small problem but creates plastic waste is not a good outcome. In Ao Māori, we consider the whakapapa (origin and future) of our materials.
Activity 4 · The Selection Pitch
⏱ 10 minWhat it is: Committing to a design concept. Ākonga practise pitching design decisions to others using evidence from their matrix.
Run it
- The Pitch (4 min): Student A has 1 minute to pitch their top concept to Student B, explaining its form, function, and why it won the matrix. Swap roles (Student B pitches).
- Confirm and Align (6 min): Agree on the single concept you will build in Lesson 4. Write a list of the basic materials (card, tape, clay, paper) you will need to construct it next lesson.
Exit · Sketching the Chosen Concept
⏱ 5 minDraw your final chosen concept in your book and complete this sentence:
- We chose this concept because it solves our HMW prompt by...
- It meets our main specification because...
🎯 Curriculum Links | Te Hononga ki te Marautanga
This lesson's focus: Ākonga practise technological development by generating a wide range of ideas, using sketching to investigate forms and functions, and evaluating those ideas against constraints before selecting a concept to build.
Technology — Core Connection (Phase 3 | Years 7–8)
"Generating a wide range of design ideas using brainstorming and sketching techniques, exploring different forms and functions, and iteratively refining concepts before selecting them for development."
📑 See the Design Thinking Unit overview for the full curriculum alignment → — Technology · Design, Make, and Innovate · Phase 3 · Years 7–8 (statement pulled verbatim from the live Te Mātaiaho curriculum).
📦 Materials & Resources
This lesson uses basic classroom planning tools.
- Design Briefs (Exit cards) from Lesson 2.
- Sticky notes (1 packet per pair) or small pieces of paper.
- Drawing pencils, erasers, and rulers for sketching.
- Notebooks or blank A4 sheets for matrices.
No videos or external handouts are needed. The main resource is the students' own collective thinking and sketching.
📊 Assessment Framework
Assessment is formative, tracking students' capacity to generate diverse options and apply logical values to selection.
What to look for, mapped to the learning intentions
- Divergent capability (LI 1): Can the pair defer judgment and generate at least 15 ideas? Look for variety — if all 15 ideas are slight variations of a sign, push them to change the form.
- Form and function sketches (LI 2): Do the sketches have clear labels detailing what materials are used (form) and what each part does (function)?
- Structured selection (LI 3): Did the students use the matrix to evaluate, or did they just pick their original favourite idea regardless of scores?
🚀 Extension Activities
- Scamper technique: Introduce the SCAMPER brainstorming tool (Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse) to help students push their top ideas into wilder, more innovative territories.
- Material lifecycle research: Have students research the lifecycle of one material they proposed in their sketch (e.g. cardboard vs plastic vs bio-degradable starch) to support their kaitiakitanga score.
🔗 Unit Progression & Next Steps
This lesson produces the blueprint for the build. The unit progression is:
- Lesson 1 — Empathise: Gather insights and identify user needs.
- Lesson 2 — Define: Create a POV, HMW, and specifications.
- Lesson 3 — Ideate (this lesson): Brainstorm, sketch, and select the final concept.
- Lesson 4 — Prototype: Build low-fidelity models to test assumptions.
- Lesson 5 — Test and Iterate: Gather user feedback to refine the design.
📋 Teacher Planning Snapshot
Ngā Paearu Angitū — Success Criteria
- ✅ I can defer judgment to generate a large volume of diverse ideas. (LI 1)
- ✅ I can sketch and label my concepts showing their form and function. (LI 2)
- ✅ I can use a criteria matrix to select a design that respects kaitiakitanga. (LI 3)
Differentiation for this lesson
- Sketching support: Allow students who struggle with drawing to use pre-cut shapes or a storyboard format to explain their concept, or focus on descriptive written labels.
- ELL / Language Support: Brainstorming can be conducted in the student's first language; the focus is on speed and ideation, not spelling or grammar. Use images and diagrams during pitches.
- Encouraging wild ideas: Some students are afraid of being wrong. Introduce a reward or point system for the "most unusual" or "most futuristic" idea during the brainstorm to lower anxiety.