Arts & Design Thinking: Innovation Process

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.

📋 Unit Overview

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.

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.

1

Whakaaroaro | Empathise

Listening deeply to build genuine whanaungatanga and understand stakeholder needs.

2

Tautuhi | Define

Synthesising interview insights into a clear, actionable, human-centred problem statement.

3

Whakaputa Whakaaro | Ideate

Collaborating in creative wānanga to generate diverse ideas, evaluating against community mauri.

4

Hanga Tauira | Prototype

Constructing rapid, low-fidelity paper and card models to make design thinking tangible.

5

Whakamātau | Test

Gathering user feedback silently to justify iterative refinements across design versions.

🧭 Pedagogical Approaches | Ngā Ritenga Whakaako

Mātauranga Māori / Kaupapa Māori

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.

Praxis & Action-Oriented Learning

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.

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 real human relationships (whanaungatanga) they build.

🛠️ Summative | Prototype, Test, Improve

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.

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.

2. Ideas and choice

At least ten quick ideas, three labelled concept sketches, and a criteria matrix explaining why one idea was selected.

3. Prototype and test

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.

4. Visible iteration

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.

📋 Teacher Planning Snapshot

🎯 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: Whakaaroaro | Empathise — Conduct structured empathy interviews (whakarongo) to build genuine connections (whanaungatanga) and document user needs, feelings, and surprises using empathy maps.
  • Lesson 2: Tautuhi | 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: Whakaputa Whakaaro | Ideate — Generate a wide range of creative ideas through divergent brainstorming sprints, and apply convergent criteria (feasibility, desirability, and impact on community mauri) to select ideas for prototyping.
  • Lesson 4: Hanga Tauira | Prototype — Construct low-fidelity physical prototypes (hanga tauira) using paper, cardboard, and roleplay to make design thinking visible and testable.
  • Lesson 5: Whakamātau | Test — Get direct, silent user feedback on the prototype, and evaluate successes and friction points to justify iterative refinements.
✅ Ngā Paearu Angitū — Success Criteria

Students demonstrate their progress and mastery against the following lesson-specific indicators:

  • Lesson 1: Whakaaroaro | 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: Tautuhi | 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: Whakaputa Whakaaro | Ideate
    ✓ I can generate at least 10 different ideas during a divergent ideation session.
    ✓ I can evaluate and select the best concept based on feasibility, user need, and community impact.
  • Lesson 4: Hanga Tauira | 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: Whakamātau | Test
    ✓ I can conduct a testing session, recording user reactions without explaining or defending my design.
    ✓ I can document at least two changes we will make to the prototype based on user feedback.
🤝 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 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).

🔗 Unit Progression | Te Ara o Ngā Akoranga

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.

Phase 1: Empathise (2–3 lessons)

  • Students observe and interview real end-users — not family members asked to agree, but genuine stakeholders with a real stake in the problem. Two empathy interviews minimum per student.
  • 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.
  • Mātauranga Māori entry point: whakarongo (deep listening) and manaakitanga (genuine care for the person being interviewed) are the practices that make Empathise work. These are not metaphors — they are the method.

Phase 2: Define (1–2 lessons)

  • 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.

Phase 3: Ideate (1–2 lessons)

  • Divergent sprint: generate 10+ ideas minimum before evaluating any. "Yes, and…" over "Yes, but…" — evaluation kills generativity when it arrives too early.
  • Convergent selection: students dot-vote or use agreed criteria (feasibility, desirability, impact on community mauri) to select 2–3 ideas for development.
  • Kaitiakitanga lens applied here: which solutions strengthen the community and its environment? Which deplete them?

Phase 4: Prototype (1–2 lessons)

  • 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.

Phase 5: Test + Iterate (2–3 lessons)

  • Real users test the prototype while the designer observes silently and records. No explaining, no defending — the silence is the data.
  • Feedback drives iteration: students document what changed after testing and why, with direct reference to user responses. "We changed X because the user said/did Y."
  • 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

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.

Multiple Intelligences
Howard Gardner
Gardner’s visual-spatial intelligence — the ability to perceive, transform, and recreate aspects of the visual world — is the primary mode this unit develops. It is one of the most systematically underserved intelligences in text-heavy schooling. Combining visual arts with design thinking gives it sustained, rigorous attention rather than treating it as decoration between “real” subjects.
Organic Expression
Sylvia Ashton-Warner
Ashton-Warner argued that creative work that does not come from the child’s own emotional world produces technical skill but not genuine expression. Her organic approach — start from within, then expand outward — underpins why this unit begins with the learner’s own perspective before introducing external briefs, design constraints, or technical vocabulary.
Aesthetic Experience
John Dewey
In Art as Experience (1934), Dewey argued that aesthetic experience is not a luxury added on top of “real” learning — it is one of its highest forms. The satisfaction of making something that works, that is also beautiful, is a form of knowing. This unit’s insistence on both function and craft is Dewey’s argument applied to secondary arts education.

→ Explore all theorists at Te Whare Ako — Teaching Theory

Wāhi Ako | Choose Your Lens

This version
Arts & Technology Integration
Five design-thinking phases taught through Visual Arts and Technology together. Dewey's aesthetic experience lens — function and craft as equal goals. Also via the arts catalogue path.
Start Lesson 1 →
In development
Technology — Design Process
A second route through the same five phases, being written toward a Technology-strand emphasis on a community technology challenge. Its lesson bodies are currently the same as this route’s — the distinct version is still being authored, and we would rather say so than have you discover it mid-lesson.
Start Lesson 1 →