Design & Technology
Design & TechnologyGenerating and communicating design ideas25 min★★ difficulty

Getting ideas: biomimicry and user-centred design

Great ideas rarely appear from nowhere. Designers use deliberate strategies — copying nature and studying real users — to spark them.

Part of your national curriculum
  • Design: Use a variety of approaches to generate creative ideas, including biomimicry and user-centred design

Lesson overview

What you'll learn in this lesson

Use a variety of approaches to generate creative ideas, including biomimicry and user-centred design

Key learning points

  • Biomimicry
  • User-centred design
  • Other idea-generation tools

This lesson at a glance

  • 25 minutes
  • 17 parts to scroll through
  • 3 quick checks
  • Marked quiz at the end
  • Gentle pace: short sittings with pauses

Words to know

varietyapproachesgeneratecreativebiomimicry

Scroll down — the lesson carries on below

Part 1 of 17 · Discover6%
1

Watch & discover

Part 1 of 17

Getting ideas: biomimicry and user-centred design illustrationVisual introduction

Picture this

Getting ideas: biomimicry and user-centred design

Great ideas rarely appear from nowhere. Designers use deliberate strategies — copying nature and studying real users — to spark them.

In a nutshell

Use a variety of approaches to generate creative ideas, including biomimicry and user-centred design

2

Learning cycle

Part 2 of 17

Learning cycle 1 of 2

Part 1 · Biomimicry

A short piece of teaching, then a check to make sure it has landed.

3

Explore the idea

Part 3 of 17

Learn

Biomimicry

Biomimicry means borrowing solutions that evolution has already tested. Velcro copied the hooks on burdock seeds; bullet trains copied a kingfisher's beak to cut noise. Looking at how plants and animals solve a problem — gripping, cooling, moving — can unlock ideas that pure imagination misses.

4

Reset break

Part 4 of 17

Pause

That's sitting 1 of 4 done

Stretch, get a drink, look out of the window. There is no timer and nothing is counting down — your place is saved, so you can come back in five minutes or tomorrow.

Stop here for now
5

Explore the idea

Part 5 of 17

Learn

User-centred design

This approach starts with the person, not the product. Designers observe or interview real users, note their frustrations, and sketch ideas that solve those specific problems, rather than assuming what people want. A kettle designed for someone with arthritis looks different from a standard one.

6

Quick check

Part 6 of 17

Quick check

What is biomimicry?

7

Quick check

Part 7 of 17

Quick check

User-centred design begins by focusing on…

8

Reset break

Part 8 of 17

Pause

That's sitting 2 of 4 done

Stretch, get a drink, look out of the window. There is no timer and nothing is counting down — your place is saved, so you can come back in five minutes or tomorrow.

Stop here for now
9

Learning cycle

Part 9 of 17

Learning cycle 2 of 2

Part 2 · Other idea-generation tools

A short piece of teaching, then a check to make sure it has landed.

10

Explore the idea

Part 10 of 17

Learn

Other idea-generation tools

Mind maps, mood boards and 'what if' questions widen the pool of ideas before narrowing down. Combining approaches — for example a user-centred brief solved with a biomimetic mechanism — often produces the most inventive designs.

11

Quick check

Part 11 of 17

Quick check

Velcro was inspired by…

12

Reset break

Part 12 of 17

Pause

That's sitting 3 of 4 done

Stretch, get a drink, look out of the window. There is no timer and nothing is counting down — your place is saved, so you can come back in five minutes or tomorrow.

Stop here for now
13

Challenge round

Part 13 of 17

Game · Sort it

Which of these are true?

Drag each card into the right column. Tap a card first if dragging is fiddly.

True

Not true

14

Challenge round

Part 14 of 17

Game · Fill the gaps

Finish the sentences

Choose the word that belongs in each gap.

____ means borrowing solutions that evolution has already tested.

Combining ____ — for example a user-centred brief solved with a biomimetic mechanism — often produces the most inventive designs.

15

Challenge round

Part 15 of 17

Game · Recall cards

What is biomimicry?

Card 1 of 3

16

Mastery quiz

Part 16 of 17

Marked quiz

End of lesson quiz: Getting ideas: biomimicry and user-centred design

3 questions, marked with the reasoning shown. No timer.

  1. 1. What is biomimicry?

  2. 2. User-centred design begins by focusing on…

  3. 3. Velcro was inspired by…

17

Lesson round-up

Part 17 of 17

Lesson round-up

Ready when you are

Quiz score

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Games

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Points this lesson

0

Best run

0 in a row

Luna: 0 out of 3 on the practice checks. Only if you feel up to it — one more?

Ask Luna

Part 1 of 17 · Watch & discover

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    Use a variety of approaches to generate creative ideas, including biomimicry and user-centred design

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