Design and Technology vision statement
Design is not just what it looks like, design is how it works. — Steve Jobs
Definition of the subject
Design and Technology is the design and manufacture of products that solve real and relevant problems. It is the subject where Science, Maths, Computing and Art meet using creativity, imagination and reflection.
Child friendly definition
In Design and Technology we find solutions to problems. We see how others have tried to solve similar problems and imagine how we could improve their ideas. We use words and images to turn these ideas into physical objects which we then test and improve, so that we can help ourselves and others.
Subject Aim
Our aim is to develop a deep understanding, confidence and competence in critical evaluation, imaginative problem solving, practical skills and an ability to appraise success, for each and every one of our pupils. In Design and Technology, the children will explore objects and mechanisms to understand how they work and why they were made.
Children will use their imagination to build on the designs of others to draw, model, create step by step plans and prototypes for their products. They will use a range of skills such as sewing, cutting, sanding, measuring, strengthening and cooking to create products out of a range of materials, including those which can be consumed.
The teachers will support the development of these skills through direct teaching of key skills, providing a safe and open environment for exploring ideas and techniques and helping guide systematic and constructive critique of these products.
A brilliant D.T. lesson would be one where the children - having a clear goal in mind - are independently exploring, designing, making or evaluating with guidance and support from the teacher to ensure that these skills are being fed directly back into their product to fit their design brief.
Subject Dream
At HBJS we recognise the importance of Design and Technology in helping to improve our own lives and the lives of others by identifying and attempting to solve problems. The skills learnt in these lessons allow our children to become resourceful, innovative, enterprising and capable citizens who can critically evaluate products, imagine paths to success, plan for this and evaluate how they could become more so.
High-quality design and technology education makes an essential contribution to the creativity, culture, wealth and happiness of nations. Human innovation has led to increased well-being in terms of health, education, transport and even our ability to realise our wildest dreams. All innovation stems from our attempts to solve real world problems and the discoveries we have made along the way.
5 - point fingerprint ( academic essence of the subject)
1. Critically analyse the strengths and weaknesses of past and present design. Evaluate.
2. Recognise problems for which a solution is needed and achievable. Evaluate.
3. Imagine workable solutions for these problems. Design and Technical Knowledge.
4. Create prototypes, using a range of physical skills, and test them. Make and Technical Knowledge.
5. Evaluate the effectiveness of their designs, to improve them and create finished products which solve the original problem. Evaluate, Design, Make and Technical Knowledge.
Big Ideas
Fundamental Nature |
Manufacture |
Design |
Materials |
Functionality |
Fundamental Nature - What is it and how does it work?
Describing the product by name and explaining in simple terms how it carries out its function e.g. an Anderson Shelter protects its users from shrapnel and other dangers in an air raid, it does this using its shape and structure to deflect incoming projectiles.
Materials - What did you use to make it?
Describing the materials used to make the product and explain why they were chosen e.g. wood forms the frame of our shelter because it is strong but also flexible, preventing it from breaking under large weights and allowing it to deflect projectiles a completely solid shape could be broken by.
Manufacture - How did you make it?
Explain the process for making the product, step by step. Paying particular attention to how key skills are implemented within the product e.g. To make the frame structure first we will create a 2D net so that… then we will cut our pieces to match the net using… this will ensure…
Functionality - How does it do what you need it to do?
Does the product do the job it was designed to do and is it appealing e.g. can the Anderson Shelter survive a certain level of stress testing, both in having weights steadily applied to its roof and also having a range of objects dropped onto it from different heights. Does it look like the sort of shelter you would want to hide in?
Design - Have you been successful?
Does the product match the design brief? What went well? What went wrong? How would you improve your product or design if you were to do this again?
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