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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
  • 14 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 14 · Discover7%
1

Watch & discover

Part 1 of 14

Watch first

Getting ideas: biomimicry and user-centred design

An English teaching video on this topic from KS3-5 Design & Technology. Watch it, then scroll down for the lesson.

In a nutshell

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

2

Learning cycle

Part 2 of 14

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 14

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

Explore the idea

Part 4 of 14

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.

5

Quick check

Part 5 of 14

Quick check

What is biomimicry?

6

Reset break

Part 6 of 14

Pause

That's sitting 1 of 2 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
7

Quick check

Part 7 of 14

Quick check

User-centred design begins by focusing on…

8

Learning cycle

Part 8 of 14

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.

9

Explore the idea

Part 9 of 14

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.

10

Quick check

Part 10 of 14

Quick check

Velcro was inspired by…

11

Challenge round

Part 11 of 14

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

12

Challenge round

Part 12 of 14

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.

13

Mastery quiz

Part 13 of 14

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…

14

Lesson round-up

Part 14 of 14

Lesson round-up

Ready when you are

Quiz score

Not sat

Games

Not played

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

Do the work

Your written work for this lesson

This is the part you'd do in your book at school. Pick the pieces below, write here or on paper, and photograph anything you draw or work out.

Report

Why the first prototype broke

A team designed a phone stand from 3 mm plywood. The brief said it must hold a 200 g phone at 60° and survive being knocked. The first prototype looked right but snapped at the joint after two knocks.

The team tested again and found the grain of the plywood ran across the narrowest part of the joint, so the wood split along it. They widened the joint from 8 mm to 20 mm, turned the piece so the grain ran along the load, and added a small fillet at the corner to spread the force.

The second prototype survived twenty knocks. It used 15% more material and took four minutes longer to cut — a trade-off the team recorded in their evaluation.

Written for Good Learning Co.

Reading questions

  1. Name the fault in the first prototype and explain why it happened.
  2. List the three changes the team made and what each one does.
  3. Write an evaluation of the second prototype against the brief, including the trade-off.
  • Design sheet

    Diagram

    Sketch two ideas with measurements and notes, then photograph the sheet.

    2 labelled sketches

  • Evaluation

    Writing

    Write how well your idea meets the brief and what you would change next time.

    6–8 sentences

Saved as you type.

Part 1 of 14 · 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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