1. Evidence of need
An empathy map, two useful observations, and a focused “How might we…?” question. Private or sensitive interview details stay out of the submitted work.
Whakaaro hoahoa — a five-phase unit where ākonga listen to real people, frame a real problem, and design, prototype, and test a solution that serves their community. Years 7–8 Technology.
"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.
Design thinking begins with empathy — truly listening to understand the people we're designing for.
Design thinking is not a recent import; it is a modern articulation of a practice deeply embedded in Aotearoa. Long before Stanford d.school formulated its five phases, Māori designers worked within rigorous iterative frameworks. The engineering of a waka hourua, the structural physics of a wharenui, and the precise agriculture of a rua kūmara all demanded the same discipline: deep listening to stakeholder values and environmental needs (whakarongo), prototyping to test material limits under constraint (hanga tauira), and evaluating outcomes against community wellbeing (manaakitanga and utu).
In this unit, ākonga do not just follow a textbook methodology. They step into a lineage of problem-solving that begins with empathy and ends with action. By engaging with real stakeholders in their school or wider community, students define genuine needs, collaborate through creative wānanga, build low-fidelity prototypes, and test them with real users to deliver meaningful, local solutions.
Ākonga progress through a structured five-phase cycle, moving from initial stakeholder research to a tested, revised prototype.
Listening deeply to build genuine whanaungatanga and understand stakeholder needs.
Synthesising interview insights into a clear, actionable, human-centred problem statement.
Collaborating in creative wānanga to generate diverse ideas, evaluating against community mauri.
Constructing rapid, low-fidelity paper and card models to make design thinking tangible.
Gathering user feedback silently to justify iterative refinements across design versions.
Integrating traditional Māori design frameworks (whakairo, waka, pā engineering) as authoritative knowledge systems in their own right. This aligns with Graham Hingangaroa Smith's Kaupapa Māori theory, which insists that mātauranga Māori operates as a self-determining system rather than a cultural supplement.
Fusing critical reflection with active making. Rapid prototyping (hanga tauira) 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.
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 real human relationships (whanaungatanga) they build.
Design brief: Working individually or in pairs, ākonga respond to a genuine need identified through a consenting user interview. They create a low-fidelity prototype, test it with at least two users, and submit a short design story showing what changed and why.
An empathy map, two useful observations, and a focused “How might we…?” question. Private or sensitive interview details stay out of the submitted work.
At least ten quick ideas, three labelled concept sketches, and a criteria matrix explaining why one idea was selected.
A model built from accessible materials, two planned test questions, and a feedback grid recording what users did or said without the designer defending the work.
A before-and-after sketch or revised prototype with the sentence: “We changed ___ because our test showed ___; this better serves ___.”
Success is not a polished object. Assess the quality of listening, the connection between evidence and decisions, purposeful use of form and materials, and the learner's ability to justify a meaningful refinement. Display prototypes with their design stories so the learning process remains visible.
Phase 3 | Technology — Design, Make, and Innovate. Every statement below is quoted verbatim from the live Te Mataiaho curriculum and anchors specific lessons.
"Clarity of purpose and relevance derive from stakeholder values, historical influences, and cultural contexts."
"Selecting and applying design approaches in response to a spatial or product design brief, ensuring the outcome fits its intended local context (e.g. cultural relevance, environmental conditions, user needs)"
"The relationship between form (aesthetics) and function (performance) is shaped by design constraints and by cultural contexts, which guide choices about shape, materials, and meaning to ensure outcomes are relevant and respectful."
Lesson-Specific Curriculum Anchors
"Measurable specifications provide valid criteria for judging how outcomes are fit-for-purpose."
"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."
"Critique uses evidence to justify spatial and product design refinements across iterations."
"Understand how different forms of functional modelling are used to explore possibilities and to justify decision making and how prototyping can be used to justify refinement of technological outcomes."
This objective is enacted across Lessons 4–5 as ākonga build a functional model, gather user evidence, and justify a refinement.
📑 Full verified curriculum alignment for this unit → — Phase 3 · Years 7–8.
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:
Students demonstrate their progress and mastery against the following lesson-specific indicators:
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 lens: Frame the entire process as a form of whakarongo (deep listening) and manaakitanga (caring for the user). Guide students to evaluate their solutions against community mauri and kaitiakitanga: does this design strengthen the community and its environment? Does it restore balance (utu)?
Prior knowledge: Best used when students have basic collaboration skills. Connects well to Social Sciences (civic action) and Arts (spatial/product design).
Learning arc: This unit follows the five-phase Design Thinking process as its lesson structure. The arc is not linear — students loop back, especially between Test and Ideate. The key pedagogical shift is that quality of listening determines quality of solution: students who rush Empathise produce prototypes that solve the wrong problem. The whakataukī "Mā te rongo, ka mōhio; mā te mōhio, ka mārama; mā te mārama, ka mātau; mā te mātau, ka ora" is not decorative — it is the sequence of this unit.
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.
Visual arts and design thinking share a belief that expression and problem-solving are not opposites — that making something beautiful can also be making something that works. Three thinkers whose frameworks explain why this integration is educationally sound.
→ Explore all theorists at Te Whare Ako — Teaching Theory