From clue to prototype

Pick a mystery user. Follow the evidence through all five stages of the design process and finish with a virtual prototype you can present and defend. Don't design for a user you imagined. Design for a user you understood.

Teacher overview: lesson map

Groups of 3–4, one mystery user per group. Eight cards means up to eight groups; repeat cards for larger classes and let same-user groups compare personas in E2. Every activity below is tagged with its syllabus statement and command term. Student work saves in each device's browser, so ask one scribe per team to keep the journal on a single device, then print or screenshot it as evidence.

Lesson (≈60 min)ActivitiesStatementsOutput
1A0 warm-up, A1 Persona detective2.1.1, 2.1.5Persona v1
2A2 Research sorter, A3 Primary research (role-play interviews, survey)2.1.2, 2.1.3First-hand data
3A4 Secondary research, A5 Journey storyboard2.1.4, 2.1.6Persona v2, pain points
4A6 Product analysis (bring real products)2.1.7Product analysis table
5B1 Problem statement, B2 Specification2.1.8, 2.1.9Problem statement, spec
6C1 Crazy 8s and SCAMPER, C2 Evaluation matrix2.1.10, 2.1.11Chosen idea
7–8D1 Mock-up and user test, D2 Model–test–refine log2.1.12, 2.1.13Iterations with data
9D3 Detailed drawings2.1.14Orthographic and assembly drawings
10–11E1 Virtual prototype (CAD)2.1.15Rendered, annotated model
12E2 Present and defend, E3 Outline the journey2.1.15, 2.1.1Pitch, reflection
A

Empathize

Understand your user, their problems and the opportunities for a meaningful redesign. Gather evidence before you form opinions.

A0

Map the journey before you walk it

2.1.1Outline5 min

Click the five stage descriptions in the order you think a designer uses them. You'll come back and outline each stage properly at the end (E3).

Teacher note: Point out that research (2.1.2) is not a stage of its own. It runs through every stage, which is why it appears again in B, C and D.
A1

Persona detective

2.1.5Identify25 min
  1. Read your case file. Use only the evidence provided. No guesses yet.
  2. Sort every clue: tap a clue, then tap the box it belongs in. Tap a placed clue to send it back.
  3. Write three assumptions about what your user needs, then prove or disprove each with evidence.
  4. Build your persona. The quote must come from the evidence, not from your imagination.

Case file

Analyse the evidence

Make and prove assumptions

Our assumption about what the user needsVerdictWhich evidence?

Anything marked "Needs more research" becomes a question for your interview in A3.

Build the persona

Teacher note: 2.1.5 says a persona represents a group of end-users. Ask: "Who else is like this person?" Push teams to name the user group (e.g. older adults with reduced grip strength) beneath the persona name.
A2

Research sorter

2.1.2Distinguish10 min

For each piece of research, decide who collected it (primary or secondary) and what kind of data it is (qualitative or quantitative). Then check.

A3

Collect first-hand data

2.1.3ApplyAnalyse35 min
  1. Plan five interview questions. Mix open questions (stories, feelings) with closed ones (numbers, ratings).
  2. Role-play: one teammate becomes your user using only the case file; swap with another team for a cold interview if possible. Better still, interview a real person who fits the user group.
  3. Run one quick measurement or observation. Examples: time how long it takes to find an item, weigh a bag, count the steps in a task.
  4. Analyse: what did you learn that the case file didn't tell you?
QuestionTypeAnswer we got
Teacher note: 2.1.3 lists observations, interviews, surveys, questionnaires, focus groups, material testing and product analysis. Make each team name which methods they used. A good extension is a 5-question class survey on a shared form, which gives quantitative data quickly.
A4

Back it up with secondary research

2.1.4Analyse25 min

Find two third-party sources that support or challenge your primary research.

Source (title, author, link)TypeKey dataDoes it support or challenge our primary data?
A5

Journey storyboard

2.1.6MapIdentify30 min

Map your user carrying out the task, step by step. Sketch each frame on paper, write the step here, and rate how the user feels. Flag the pain points.

Emotion curve

Teacher note: The lowest point on the curve is usually the strongest design opportunity. Ask teams whether their lowest point matches the quote in their persona.
A6

Product analysis

2.1.7Analyse40 min

Analyse two existing products: one the user already has, and one that solves a similar problem or could inspire a solution. Handle real products where you can.

Product 1 (current)Product 2 (inspiration)
Name and photo reference
Function: what does it do?
Performance: how well? Measure something
Features worth keeping
Features that fail our user
Materials and manufacture
B

Define

Turn your research findings into a clear design challenge and requirements you can test against.

B1

Problem statement builder

2.1.8Explain20 min

A good problem statement names the user, the need and the evidence. It does not name the solution yet.

Teacher note: The checker flags product nouns ("bag", "chair", "opener"). Discuss why "a backpack that…" closes off ideas that "a way to carry… without…" keeps open.
B2

Design specification

2.1.9Construct40 min

Write success criteria for the redesign. Every line needs a source in your research and a way to test it. The checker flags vague words that have no measurable value.

#CategorySpecificationEssential or desirableEvidence it comes fromHow we'll test it

Teacher note: Aim for 8–10 lines with at least 5 essential. Weak: "The product should be comfortable." Strong: "Contact pressure on the shoulder must not exceed the current bag's when carrying a 6 kg load (pressure-sensor or user rating test)." Specification numbers are reused in C2, D2 and E1.
C

Ideate

Explore distinct ways to solve the problem, then evaluate and refine them against your specification before you commit.

C1

Crazy 8s and SCAMPER

2.1.10Apply30 min
  1. Fold an A3 sheet into eight. Each person sketches eight ideas in eight minutes, one per minute. Quantity over quality.
  2. Stuck? Spin a SCAMPER prompt.
  3. As a team, write the eight most different ideas below. Different means a different principle, not the same idea in another colour.
8:00
Spin for a SCAMPER prompt.
C2

Evaluation matrix

2.1.11Compare20 min

Score each shortlisted idea against your essential specifications (0 = doesn't meet, 3 = fully meets). The matrix pulls from B2 and C1 automatically.

Teacher note: The highest score isn't automatically the winner. Ask teams to justify the choice against the user's main frustration, then combine strengths from the runners-up. That combination is the "iterative analysis" in 2.1.11.
D

Develop

Improve the solution through testing, refinement and technical communication.

D1

Mock-up and user test

2.1.13Create60 min
  1. Choose the lowest fidelity that can answer your question. Card, foam, tape and string are enough for most first tests.
  2. Build the mock-up at full scale where size matters.
  3. Test it with an end-user (or a classmate acting as your persona, following the case file) and measure something. A model without performance data is a sculpture.
D2

Model, test, refine log

2.1.12Demonstrate60 min

Record every loop. Keep going until all essential specifications are met or you can explain why one can't be.

VersionModel and fidelityWhat we testedResult and dataRefinement for next versionSpecs now met

Teacher note: Minimum three versions. Photograph each model next to its log row; the photo strip makes the iteration visible in the final presentation.
D3

Detailed drawings

2.1.14Create60 min

Could a manufacturer make it from your drawings alone? Tick each item when your drawing set includes it.

E

Present

Showcase the final solution and prove its value to the user.

E1

Virtual prototype

2.1.15Create120 min

Your virtual prototype must show

Feature call-outs

Usability featureSpecification it meets (#)Evidence it works (from D1, D2)
E2

Present and defend

2.1.15Explain3 min per team

Two minutes to pitch, one minute to defend. The audience draws challenge cards and asks them.

2:00

Audience challenge cards

Draw a card to challenge the presenting team.

Peer feedback received

E3

Outline the journey you just took

2.1.1Outline15 min

Outline each stage of the design process using your own project as the example. One or two sentences each.

Teacher note: This doubles as exit-ticket evidence for 2.1.1 and 2.1.2. A follow-up exam-style task: "Outline how primary research informed the development of a persona" (4 marks).

Team journal