Curriculum/DP Design/B2.1 The Design Process

The Design Process | B2.1

Guiding questionHow do designers approach problem-solving?

The five-phase design process is the skeleton of this course and of your IA. It is also what students are most tempted to treat as a formality, a set of headings written above work they had already decided to do. That is a waste, because the claim the model actually makes is uncomfortable and useful: you are not allowed to know the answer at the start. Empathise before you define, define before you ideate, and let each phase genuinely change what you do next.

You have almost certainly met a version of this in MYP, so the temptation is to skim. What is different here is the weight placed on iteration and evidence. Fifteen objectives looks like a lot, but they are largely one idea repeated at different scales: make a decision, test it, discover you were partly wrong, and record what changed. Designers who work this way are not slower. They fail on paper instead of in production, and a design process that shows real changes of mind will always beat one describing a straight line from problem to solution.

Students must be able toOutline each stage of the design process (empathize; defining the project; ideation and modelling; designing a solution; presenting a solution).

The design process is an iterative, human-centred framework comprising five phases:


  1. Empathise: understand user needs, feelings and behaviour through qualitative and quantitative research. This phase cannot be skipped: research shows that 42% of startups fail due to lack of market need, a direct consequence of insufficient user understanding.
  2. Define: synthesise research into a clear problem statement and design brief with measurable specifications, constraints, budgets and timelines.
  3. Ideate and Model: generate creative solutions using structured tools, then build prototypes at various levels of fidelity to test core concepts.
  4. Design a Solution: develop and refine the chosen concept through repeated model–test–refine cycles, incorporating feedback from users and stakeholders.
  5. Present a Solution: communicate the final design using technical drawings, virtual models and annotated renders, demonstrating how it meets the design specifications.

The process is iterative, not linear. Designers regularly cycle back to earlier phases as new information emerges: re-empathising after a prototype test reveals an unexpected user need, or redefining specifications when a material constraint changes the problem.

Original Xbox console (2001)

Microsoft Xbox (2001)

A 'technology push' device that stuck the landing.

Read case study →
Original iPhone (2007)

Apple iPhone (2007)

The 'One Device' to rule them all.

Read case study →
Sony Walkman TPS-L2 (1979)

Sony Walkman TPS-L2 (1979)

The creation of a revolutionary personal music player.

Read case study →

Students must be able toDistinguish between primary and secondary sources, qualitative and quantitative data and how they are used to identify design opportunities, develop an understanding of users and generate ideas for solutions to problems.

Research is not a one-off activity at the start of a project; it runs throughout every phase of the design process. Designers collect data to identify opportunities, understand users, generate ideas and validate solutions. Two fundamental distinctions structure all design research:

Primary vs Secondary research:


  • Primary research: first-hand data collected directly by the designer (interviews, surveys, observations). Authentic and context-specific, but time-consuming and costly.
  • Secondary research: data collected by a third party and published for others to use (textbooks, academic journals, government statistics). Faster and cheaper, but may not match your specific context.

Qualitative vs Quantitative data:

  • Qualitative data: descriptive and non-numerical. Captures emotions, motivations and experiences (e.g., "the handle feels slippery"). Tells designers why users behave as they do.
  • Quantitative data: numerical and measurable (e.g., "78% of users failed the task within the time limit"). Enables comparison, benchmarking and target-setting.

Effective design research combines both types: qualitative data explains the problem; quantitative data measures progress toward solving it.

Students must be able toApply primary research methods to gather first-hand data (user observations, interviews, surveys, questionnaires, focus groups, material testing and product analysis) and analyse the data to establish user requirements and design specifications, develop a persona and suggest further developments of a solution.

Primary research produces first-hand data that is specific to your design context and your users. Common methods include:


  • User interviews: open-ended conversations that reveal motivations, frustrations and hidden needs. Best for depth over breadth.
  • Surveys and questionnaires: structured sets of questions delivered to many users simultaneously. A Likert scale (e.g., 1–5 ratings) converts qualitative feelings into quantitative scores that can be aggregated and compared, a technique explored further in B1.1 User-centred Design.
  • User observation: watching users perform tasks in their natural environment. Reveals behaviour that users cannot or do not report in interviews.
  • Focus groups: facilitated group discussions that generate ideas and surface shared concerns, though dominant voices can skew results.
  • Material testing: physically testing materials for properties relevant to the design (strength, flexibility, weight, durability).
  • Product analysis: systematically examining an existing product for its function, form, user experience and manufacturing method.

Primary data is authentic and directly relevant to your project, but it requires time, access to users and ethical consideration, particularly when working with minors or vulnerable groups.

Students must be able toAnalyse secondary data sources (internet-based research, government data and statistics research, university research and literature search) to establish user requirements and design specifications, develop a persona and suggest further developments for a solution.

Secondary research uses data collected and published by others. Designers turn to secondary sources to build background knowledge, validate primary findings, and access data at scales impossible to collect directly.

Common secondary sources in design include:


  • Internet-based research: company websites, news articles, industry reports. Fast and free, but quality varies; always evaluate source credibility.
  • Government data and statistics: census data, public health records, safety standards. High reliability, but may lag behind current conditions.
  • University research and literature: peer-reviewed academic papers accessed through databases such as Google Scholar. Rigorous methodology, but technical language can be challenging.
  • Textbooks and standards documents: authoritative subject knowledge and official specifications.

The key limitation of secondary research is relevance: data collected for a different purpose, population or context may not match your design situation. Secondary research should support (not replace) primary research.

Students must be able toIdentify issues, problems and challenges using user-centred research methods and techniques, and identify user needs for specific user groups to understand their experience, motivations and interactions with products and environments.

A persona is a research-based fictional character that represents a specific group of end-users. Unlike marketing demographics (age, gender, income), an effective persona captures the full human picture: goals and motivations, frustrations and pain points, behaviours and daily routines, and the context in which they interact with products.

Personas serve two critical functions: they focus the design team on real human needs rather than assumed needs, and they prevent "design by committee" where everyone designs for themselves.

The demographics trap: Demographics alone are not enough. Consider two male Europeans born in the late 19th century (both leading professionals and public figures): Albert Einstein and Charlie Chaplin. Their demographic profiles are identical, yet their product needs, preferences and lifestyles differ enormously. Similarly, Marie Curie and Florence Nightingale share a female professional demographic, yet represent vastly different users.

Demographics tell you who someone is categorically, not what they need or how they behave. Effective personas require psychographic data: values, attitudes, lifestyle and context of use.

Key concept
Psychographics

Psychographic data describes a person's values, attitudes, interests, lifestyle and motivations, the internal factors that shape how they think and behave. It sits alongside demographic data (age, gender, income, location) but answers a different question: demographics describe who someone is categorically, while psychographics describe why they make the choices they make.

Two users with identical demographics can have opposite psychographics. Two retired adults of the same age, income and location might differ completely: one is risk-averse and values routine, the other is adventurous and seeks novelty. A persona built only from demographic data would treat them as the same user; psychographic data is what makes a persona specific enough to design for.

Psychographic categories used in persona building
  • Values: what matters to this person (sustainability, status, convenience, tradition)
  • Attitudes: their disposition toward technology, risk, change or unfamiliar products
  • Lifestyle: how they spend their time, money and attention day to day
  • Context of use: the specific situation in which they would actually use the product

Students must be able toMap a user's journey using a storyboard and identify pain points within that journey that provide design opportunities.

User observation involves watching users perform real tasks in their actual environment: a technique that reveals behaviours, workarounds and frustrations that users themselves may not consciously recognise or articulate in an interview.

A storyboard is a visual tool used to map a user's journey through a product experience or task sequence. Like a comic strip, it breaks the journey into discrete frames: each showing the user, their action, their environment and their emotional state at that moment. Storyboards make user journeys visible, shareable and open to critique within the design team.

Pain points are moments in the journey where the user experiences friction, frustration or failure. They are design opportunities: each pain point is a place where a better design could improve the experience. A storyboard is an effective tool for identifying and communicating pain points because it preserves the sequence and context of the problem, not just the problem itself.

Storyboard

User journey: the refrigerator door

1 Using the product

After a trip to the grocery store a user places their groceries into the refrigerator.

2 An issue arises

The user places bottles on the door shelves, and discovers that the door doesn't close properly.

3 The Problem Identified

It is discovered that the door sags at a much lower weight than expected, slowly releasing cold air.

4 Design Iterations

Designers try a variety of solutions, but even with much stronger hinges the door isn't sitting right. They try making smaller shelves, which increases the space available beyond the door.

5 Testing the Change

The user once again moves their groceries into the refrigerator, but this time the door closes properly- and they still have space for large bottles.

6 User Faith Restored

The initial experience left the user frustrated, and while they may have preferred to have space in the door for bottles, the revision provided more room and fixed the improper seal.

Students must be able toAnalyse a range of products that either provides a solution to a problem or can inspire a solution to a problem.

Product analysis is a structured examination of an existing product to understand how it solves (or fails to solve) a problem. It is used during both the Empathise phase (understanding the current state of the world) and the Ideate phase (finding inspiration for new solutions).

A thorough product analysis examines:

  • Function: what is it designed to do? Does it do it effectively?
  • Performance: how well does it meet its functional requirements? Where does it fall short?
  • Form and aesthetics: shape, material, surface finish, colour, size. How do these contribute to or detract from the user experience?
  • User interface: how does the user interact with it? Are controls intuitive? Is feedback clear?
  • Manufacturing: how is it made? What materials are used? Could manufacturing explain any design limitations?
  • Target user: who was it designed for? Does it meet that user's needs?

Product analysis produces data that feeds directly into design specifications: what this product does well that must be matched, and where it fails that the new design must address.

Students must be able toExplain the nature of a problem by writing a problem statement that clearly defines their design intentions.

The first and most critical step in moving from Empathise to Define is writing a clear problem statement. A problem statement answers: who is experiencing what difficulty, in what context, and why does it matter?

A well-formed problem statement:

  • Names the specific user group (not "users" in general)
  • Describes the specific challenge or pain point
  • States the context where the problem occurs
  • Does not prescribe a solution (a statement beginning "we need to build…" is a solution statement, not a problem statement)

Design intention is the goal the solution must achieve, derived directly from the problem statement. Clear design intentions make subsequent decisions (about materials, features and form) much easier to justify: a feature either serves the design intention or it doesn't. Without a precise problem statement, every design decision becomes arbitrary.

Students must be able toConstruct design specifications based on primary and secondary research that communicate the essential and desirable success criteria of the redesigned product.

A design brief is the formal document produced at the end of the Define phase. It translates the problem statement into actionable direction and aligns all stakeholders (client, designers, engineers and manufacturers) around what the solution must achieve.

A design brief typically includes:

  • Problem statement: the context and user need being addressed
  • Design intentions: the overarching goals of the solution
  • Specifications: measurable success criteria (e.g., "must fit users aged 6–12 using 5th–95th percentile hand dimensions")
  • Constraints: non-negotiable limits (budget, materials, manufacturing methods, regulatory standards)
  • Timeline: key milestones and deadlines

Specifications are divided into essential criteria (must be met; non-negotiable) and desirable criteria (would improve the product but are optional and can be traded against cost or time). Without clear specifications, it is impossible to evaluate whether any design iteration has succeeded.

Students must be able toApply ideation techniques to develop a range of diverse and appropriate ideas that address a problem statement and respond to design specifications.

The Ideation phase asks designers to generate as many diverse, creative solutions as possible before evaluating any of them. Several structured tools help prevent mental blocks:

  • Brainstorming: rapid, uncritical generation of ideas in a group. The rule: no evaluation during generation. Quantity before quality.
  • Mind mapping: a radiating diagram that branches from a central concept. Useful for exploring connections and revealing overlooked areas.
  • SCAMPER: a checklist of directed questions: Substitute, Combine, Adjust, Magnify/Minify, Put to other uses, Eliminate, Reverse/Reorder. Each letter is a thought trigger applied to an existing solution to generate variants.
  • Six Thinking Hats (Edward De Bono): six coloured hats representing different thinking modes: White (facts), Red (emotions), Black (critical), Yellow (positive), Green (creative), Blue (process). Separating thinking modes prevents groups from mixing criticism with creativity.
  • TRIZ: systematic innovation methodology based on 40 inventive principles derived from analysis of thousands of patents. Useful for technical problems with conflicting requirements.
  • Morphological analysis (Zwicky box): a grid of design parameters (rows) against possible solutions for each parameter (columns). Every intersection represents a different combination; unexpected combinations reveal novel solutions.

Students must be able toCompare their ideas with the design specifications and user needs as they refine their solutions.

Iterative evaluation means systematically comparing each design idea against the design specifications and user needs, not once, but repeatedly as ideas evolve. At each stage, designers ask:

  • Does this idea meet all essential criteria? If not, it cannot proceed.
  • How well does it meet the desirable criteria?
  • Which specific aspects need to change to better satisfy user needs?
  • Which of several competing ideas best balances the full set of requirements?

Design matrices (decision matrices) formalise this process: specifications are listed as rows, ideas as columns, and each cell receives a weighted score. The matrix makes trade-offs visible and defensible against stakeholder challenge.

Iterative evaluation drives targeted refinement: weak areas are identified with enough precision that the next iteration can address them specifically. This is far more efficient than building a complete prototype and discovering at that point that a fundamental specification has not been met.

Students must be able toDemonstrate iterative development of a design using the model, test, refine cycle.

The model–test–refine cycle is the engine of the Design a Solution phase. Rather than developing a finished product in a single pass, designers move through repeated loops:

  1. Model: build a version of the solution at an appropriate level of fidelity
  2. Test: put the model in front of real users or subject it to performance tests
  3. Refine: use the data from testing to identify specific improvements
  4. Return to step 1 with a better-informed model

This maps onto the PDSA (Plan-Do-Study-Act) cycle from quality management: Plan what to test and how; Do by building and running the test; Study what the data shows; Act by implementing changes before the next cycle.

Stakeholder feedback (from clients, users and technical experts) is incorporated at every cycle. Each iteration reduces uncertainty. A product that has been through five test–refine cycles is far better aligned with real user needs than one developed in a single extended phase.

Students must be able toCreate feasible models of an intended solution at appropriate levels of fidelity that generate performance data when tested with end-users.

A prototype is a physical or virtual model built to test a specific aspect of a design before committing to full production. Prototypes are categorised by fidelity: how closely they resemble the final product.

Low-fidelity (lo-fi) prototypes:

  • Made from quick, cheap materials: cardboard, paper, foam, tape
  • Built in hours; cost almost nothing
  • Test core concepts and spatial relationships, not finish or performance
  • Purpose: "fail fast, fail cheap": expose fundamental problems before investing in higher-quality models

High-fidelity (hi-fi) prototypes:

  • Closely resemble the final product in appearance and, ideally, function
  • May use the actual intended materials and manufacturing processes
  • Generate meaningful performance data: task completion rates, error rates, user satisfaction scores
  • Purpose: validate that the refined concept meets specifications before production begins

The sequence is always lo-fi to hi-fi: only invest in expensive prototyping once a concept has survived lo-fi testing. Every prototype exists to generate test data that feeds the next iteration.

Students must be able toCreate detailed drawings of components and assembled products that communicate dimensions, scale and assembly details.

Technical drawings (also called engineering or working drawings) are the formal language of manufacturing: they convey exact dimensions, tolerances, materials, scale and assembly instructions to manufacturers anywhere in the world.

Key conventions include:

  • Orthographic projection: three views (front, side, top) drawn at right angles to each other on the same sheet, showing exact dimensions. The standard in engineering and manufacturing.
  • Dimensions: all critical measurements annotated in millimetres (or specified units), including tolerances (acceptable ranges) for manufactured components.
  • Scale: the ratio of drawing size to real size (e.g., 1:10 means the drawing is ten times smaller than reality). Always stated on the drawing.
  • Assembly drawings: show how components fit together, with part numbers linked to a bill of materials.
  • Detail drawings: zoomed views of complex features that would be unclear at full scale.

Without accurate technical drawings, the gap between a prototype and a manufactured product cannot be closed. Every dimension becomes a specification that manufacturing must achieve.

Students must be able toCreate virtual representations of a solution, highlighting key usability features, and explain how it meets the design specifications and achieves the design intentions as a proposed solution or as an improvement to an existing product.

The Present a Solution phase is the designer's opportunity to communicate the full value of their work to clients, stakeholders and users. An effective presentation goes beyond "here is what it looks like"; it tells the story of the design: the user problem, the research journey, the key design decisions, and the evidence that the solution meets its specifications.

Tools for presenting solutions include:

  • Virtual representations: CAD renders, 3D models and animated walkthroughs that show the product in realistic environments and demonstrate how it functions
  • Annotated renders: visual labels pointing to specific features and explaining their function or design rationale
  • Appearance prototypes: physical objects made to look like the final product, useful for client presentations and user testing
  • Usability testing evidence: task completion data, user quotes and satisfaction scores demonstrating that the solution has been validated with real users

An effective presentation clearly states the user need being addressed, shows how key features directly respond to specific design specifications, and acknowledges limitations with a plan for future refinement. The goal is not to sell the design but to demonstrate that it is evidence-based and can withstand scrutiny.

Ten questions sampling across the fifteen learning objectives, from the five-phase process and research through to specifications, ideation and technical communication. Select one answer per question, then click "Check all answers" to see your score and the explanations.

Q1 · 2.1.1 Five-Phase Process
Which statement best describes the five-phase design process?
Empathise, define, ideate and model, design a solution and present a solution describe an order of reasoning, not a one-way schedule. A prototype test that reveals an unexpected need sends the team back to empathising, and a material constraint can force the specification to be rewritten. A process that shows genuine changes of mind is stronger evidence than a straight line from problem to solution.
Q2 · 2.1.2 Research Overview
During testing, a participant tells the designer that a handle "feels slippery when my hands are wet". This is:
It is primary because the designer collected it first-hand, and qualitative because it describes an experience rather than a measurement. The quantitative counterpart would be a figure such as the percentage of users who dropped the product with wet hands. Good research uses both: the qualitative data explains the problem, the quantitative data measures progress against it.
Q3 · 2.1.3 Primary Research
Which of the following is primary research?
The distinction is who collected the data and why. Primary data is gathered first-hand for your own question, which makes it authentic and context-specific but costly in time and access. Textbooks, market reports and journals are secondary: faster and cheaper, but collected for someone else's purpose and population.
Q4 · 2.1.6 User Journey Mapping
A storyboard maps a user's journey frame by frame. Its main value to a designer is that it:
Each frame captures the user, their action, their environment and their emotional state, so friction is visible in context rather than as an isolated complaint. Every pain point identified this way is a design opportunity. It is the same logic as hierarchical task analysis: break the journey down far enough and the problem stops being vague.
Q5 · 2.1.8 Problem Statement
Which of the following is a well-formed problem statement?
A problem statement names a specific user group, the difficulty they face, the context in which it happens and why it matters, without prescribing a solution. Beginning with "we need to build" states a solution before the problem has been defined, "users want a better product" names nobody in particular, and cost and mass limits belong in the specification.
Q6 · 2.1.9 Design Specifications
In a design specification, a desirable criterion is one that:
Essential criteria are non-negotiable, and an idea that misses one cannot proceed. Desirable criteria are genuine improvements that may be sacrificed when they conflict with budget, schedule or a stronger requirement. Both should still be measurable, since a specification that cannot be tested cannot show whether an iteration succeeded.
Q7 · 2.1.10 Ideation Tools
In the Six Thinking Hats method, which hat covers intuition, feelings and emotional response?
The red hat is the one mode where a gut reaction can be stated without having to justify it. White covers facts, black criticism, yellow optimism, green new ideas and blue the management of the process itself. Keeping the modes separate is what stops a group mixing criticism into the moment it is trying to generate ideas.
Q8 · 2.1.11 Iterative Evaluation
A design matrix lists specifications as rows and competing ideas as columns, with a weighted score in each cell. Its main purpose is to:
Scoring every idea against every specification forces the comparison to be explicit, so a decision can be defended when a stakeholder challenges it. It also pinpoints which aspects of a weaker idea need to change, which is far cheaper than building a full prototype and discovering the same thing afterwards.
Q9 · 2.1.12 Model-Test-Refine
The PDSA cycle (plan, do, study, act) is best described as:
Plan what to test, do it, study the data and act on what it showed, then start again better informed. Each loop reduces uncertainty, which is why a design that has been through several test and refine cycles fits real user needs far better than one developed in a single extended push.
Q10 · 2.1.14 Technical Drawings
A technical drawing is labelled 1:10. This means that:
Scale is the ratio of drawing size to real size, so 1:10 means the object is ten times bigger than it appears on the sheet, and the scale must always be stated. Tolerances are annotated separately against individual dimensions, and orthographic projection conventionally shows three views rather than ten.
Every Paper 2 question is attached to a product. Nothing here can be answered from memory alone: read the case study first, then answer the parts in order. The tariff tells you how many creditable points to make, and the command term tells you what kind of point counts. Write your answer before you open either panel, then mark yourself against the markscheme rather than against the example.
Question 1 · B2.1 · SL and HL6 marks
Case study

A secondary school canteen serves 900 students in a 40 minute lunch break. Complaints about queueing led the school to ask a design team to solve the problem. The brief it issued read: "Design a faster till system."

The team declined the brief as written and spent two days observing before redefining it.

Table 1: Time spent by a student between joining the queue and sitting down, mean of 120 observations

StageMean time
Queueing to reach the food counter9 min 10 s
Choosing and being served1 min 20 s
Queueing to reach the till3 min 05 s
Paying0 min 22 s
Finding a free seat4 min 40 s

(a) State the research method used to produce the data in Table 1. [1]

(b) Outline why the school's original brief would not have solved the problem, see Table 1. [2]

(c) Explain why defining the problem correctly matters more to the outcome than the quality of the ideation that follows, see Table 1. [3]

Example answer

(a) User observation, recording a user journey.

(b) Paying takes 22 seconds out of a total of over eighteen minutes, so even a till that worked instantly would return less than half a minute to the student. The delay is in the queue for the food counter at 9 min 10 s and in finding a seat at 4 min 40 s, and neither is touched by a faster till.

(c) A definition sets the boundary of everything that follows, so a team ideating brilliantly against "design a faster till" can only produce faster tills. The best possible outcome of the wrong problem is worse than a mediocre outcome of the right one, because the ceiling is fixed by the definition rather than by the ideas. The definition also decides what counts as success, and a team measuring itself on transaction time would report a triumph while students still queued for eighteen minutes. What the observation did was move the problem from the till to the flow of 900 people through one space, which opens solutions ideation could never have reached from the original wording, such as staggering the break, adding a second serving point or changing the seating. This is why the design process puts empathizing and defining before ideation: ideas are cheap to generate and cannot rescue a problem that was framed wrongly.

Markscheme

(a) • User observation ✓
• User journey mapping ✓
• Primary research ✓

Award [1] for the correct research method up to [1 max].

(b) The first step in solving a problem is to define it.
• Paying takes 22 s out of a total exceeding eighteen minutes ✓
• An instant till would return less than half a minute to the student ✓
• The largest delay is queueing for the food counter at 9 min 10 s ✓
• Finding a seat at 4 min 40 s is longer than the till queue and payment combined ✓
• Neither of the two largest delays is affected by the till ✓
• The brief named a solution rather than a problem, closing off the alternatives ✓

Award [1] for each relevant brief point on why the original brief would not have solved the problem up to [2 max]. Credit responses that quote values from Table 1.

(c) The design process is comprised of five sections, and defining the problem precedes ideation.
• The definition sets the boundary of every solution the team can reach ✓
• Ideating well against the wrong problem still only produces faster tills ✓
• The ceiling on the outcome is fixed by the definition, not by the quality of the ideas ✓
• The best outcome of a wrong definition is worse than a mediocre outcome of the right one ✓
• The definition also decides the success measure, so the team can report success while the problem persists ✓
• Reframing to the flow of 900 people through one space opens solutions the original wording excluded ✓
• Staggered breaks, a second serving point or changed seating are unreachable from "a faster till" ✓
• Ideas are cheap to generate, so ideation is rarely the constraint ✓
• A wrongly defined problem is only discovered after the solution is built and fails ✓

Award [1] for each relevant reason / cause explaining why problem definition matters more than the ideation that follows up to [3 max]. Credit responses that use Table 1 as evidence.

Question 2 · B2.1 · SL and HL6 marks
Case study

A hive tool is a flat steel bar used by beekeepers to prise apart hive boxes stuck together with propolis, and to scrape wax from frames. One end is a chisel, the other a hook. It is the tool a beekeeper picks up most often and the one most often lost in long grass.

A designer analysed three existing hive tools before writing a specification.

Table 2: Product analysis of three existing hive tools

Tool ATool BTool C
MaterialCarbon steel, paintedStainless steelStainless steel
Length250 mm178 mm280 mm
Mass180 g105 g240 g
GripBare metalBare metalMoulded polymer
FinishRed paint, chipsBrightYellow polymer
Price£6£9£22

(a) State one specification criterion that Table 2 shows tool B fails. [1]

(b) Describe how analysing three existing tools informs the specification for a new one, see Table 2. [2]

(c) Justify writing the specification criterion for visibility as a measurable requirement rather than as "should be easy to find". [3]

Example answer

(a) Visibility when dropped in grass: tool B is bright bare steel with no colour.

(b) Comparing three tools separates the properties that vary from those that do not, so the designer can see that all three are steel bars with a chisel and a hook, which fixes the parts of the specification that are settled, while length ranges from 178 mm to 280 mm and price from £6 to £22, which are the decisions still open. The comparison also exposes the trade-offs already made by others: tool C buys grip and visibility with 240 g of mass and a price nearly four times tool A's, which tells the designer what a comfortable, findable tool has historically cost.

(c) A measurable criterion can be tested, and "easy to find" cannot. Someone has to decide whether the finished tool passes, and with a vague wording that decision is an opinion, so the designer, the manufacturer and the client can all disagree and none of them can be shown to be wrong. A measurable version, such as a fluorescent finish visible at ten metres in 100 mm grass, produces a test anyone can run and get the same answer to. It also carries information the vague version does not: it tells the designer that colour rather than shape is the mechanism, and it sets the distance and the conditions, which is what determines the hue and the size of the coloured area. Because it is quantified it can be used as the standard at the evaluation stage, so the tool can be judged against what was actually asked for rather than against what people remember wanting.

Markscheme

(a) • Visibility when dropped, being bright bare steel ✓
• Comfort in the hand, having a bare metal grip ✓
• Leverage, being the shortest at 178 mm ✓
• Corrosion resistance is met, so do not credit ✓

Award [1] for one criterion that Table 2 shows tool B fails up to [1 max]. The criterion must be supported by a value in Table 2.

(b) Product analysis is a tool used by designers to gain insight into the function, performance and features of an existing product.
• Comparison separates what is constant across products from what varies ✓
• All three are steel bars with a chisel and a hook, which fixes the settled parts of the specification ✓
• Length varies from 178 to 280 mm and price from £6 to £22, marking the open decisions ✓
• It reveals trade-offs already made: tool C buys grip and visibility with mass and price ✓
• It establishes a realistic range for each criterion rather than an arbitrary target ✓
• It shows where every existing product fails, which is where the opportunity lies ✓
• It gives a benchmark against which the new tool can later be evaluated ✓

Award [1] for each detail, leading to an account of how analysing existing products informs a specification, up to [2 max].

(c) Defining clear design specifications leads to clear parameters for the development of a solution.
• A measurable criterion can be tested; "easy to find" cannot ✓
• Someone must decide whether the finished tool passes, and a vague wording makes that an opinion ✓
• Designer, manufacturer and client can disagree with no way to resolve it ✓
• A measurable version gives a test that anyone can run and get the same answer to ✓
• Quantifying it names the mechanism, colour rather than shape ✓
• Stating the distance and conditions determines the hue and the coloured area ✓
• It becomes the standard at the evaluation stage of the design process ✓
• The product is judged against what was asked for rather than what people remember wanting ✓
• A vague criterion is always met, so it exerts no pressure on the design ✓

Award [1] for each valid reason / piece of evidence supporting a measurable criterion up to [3 max]. Award a maximum of [2] where the response does not refer to testing or evaluation.

Question 3 · B2.1 · SL and HL10 marks
Case study · part 1

A city operates a docked bike-share scheme. Bikes lock into a steel dock at a station, and a rider releases one by tapping a card. Stations sit on pavements and are installed without excavation, bolted to the surface.

The operator is redesigning the dock. Its first activity was research.

(a) Identify two examples of secondary research that would inform the redesign of the bike-share dock. [2]

Case study · part 2

Observation at twelve stations produced the journey map below.

Table 3: Observed user journey, releasing a bike

StepObserved
Approach stationRiders walk the row looking for a bike with an inflated front tyre
Tap cardReader position varies along the row; 1 in 5 taps the wrong dock
Wait for releaseGreen light is on the dock, at ankle height, hard to see in sun
Pull bike outRequires a firm backward pull; some riders assume it has not released
LeaveRiders with a released bike sometimes take a different one

(b) Outline the design opportunity revealed by riders walking the row before tapping, see Table 3. [2]

Case study · part 3

Two concepts were modelled in card at full size and stood in a corridor for staff to try. Concept 1 moved the reader to a single column at the end of the row. Concept 2 kept a reader on every dock but raised it to waist height.

(c) Describe why the two reader positions were tested as full-size card models rather than as CAD renderings. [2]

Case study · part 4

The operator's manager proposes skipping the modelling stage on future projects, arguing that the team has now learned what works and can go straight from research to a manufactured dock.

(d) Explain why the iterative model-test-refine cycle should be retained, see Table 3. [4]

Example answer

(a) Published accessibility standards for street furniture, and the operator's own maintenance records showing which dock components fail most often.

(b) Riders are inspecting tyres because they cannot trust that a docked bike is serviceable, which means the dock is failing at a job nobody specified for it: reporting the condition of the bike it holds. The opportunity is to move that check from the rider to the dock, since a dock already holding the bike could sense or display its state and let the rider walk to a bike already known to be sound.

(c) The questions at this stage are about height, reach and where a person's eye goes, and those can only be answered by a person standing in front of a full-size object. A rendering is viewed on a screen at whatever size the screen is, so it cannot tell the team whether a reader at waist height is actually within comfortable reach or whether the light is visible from where a rider stands. Card is also fast and obviously unfinished, so staff will criticise it freely and the team can cut and re-tape a change between one tester and the next.

(d) The argument assumes the team's learning transfers to the next problem, and Table 3 is a record of why it does not.

Almost every problem in that table is one nobody predicted. That a fifth of riders tap the wrong dock, that a green light at ankle height is invisible in sun, that a firm pull reads as a failure to release: these were found by watching people, not by reasoning about the design. A team that had gone straight to manufacture would have built all of them, and each is now cast in bolted steel across an entire city. The specific lesson the team has learned is that its predictions were wrong, which is an argument for more testing rather than less.

The cost asymmetry is severe here. A card model costs an afternoon; a dock is a steel product installed at scale on public pavements, so a fault discovered after manufacture is multiplied by every station and can only be corrected by a second installation programme. Testing early is cheap precisely because nothing has been committed.

Iteration also does something a single pass cannot, which is to surface the problems that only appear once the first ones are fixed. Raising the reader to waist height will change where riders stand, and where they stand changes what they can see and reach, so the next round of testing asks questions that did not exist before the change was made. Concepts 1 and 2 are not two guesses to choose between, they are two probes whose results feed the next version.

Finally, each cycle produces evidence. When the operator asks why the reader moved, the team can point to a tested comparison rather than to its own judgment, which is what lets a design decision survive scrutiny.

Markscheme

(a) Secondary research involves the collection of data provided by a third party and is used to support or validate primary research.
• Published accessibility standards for street furniture ✓
• The operator's own maintenance and fault records ✓
• Anthropometric data tables for reach and eye height ✓
• Competitor dock designs in other cities ✓
• Patent literature on docking mechanisms ✓
• Local authority pavement and installation regulations ✓
• Published ridership and journey data ✓

Award [1] for each relevant example of secondary research up to [2 max]. Do not credit observation, interviews or surveys, which are primary research.

(b) Designers engage in user observation, mapping the user's journey as they carry out a task, in order to identify design opportunities.
• Riders cannot trust that a docked bike is serviceable ✓
• They perform a manual inspection the system never asked them to perform ✓
• The dock is failing at an unspecified job, reporting the condition of the bike it holds ✓
• The dock already holds the bike, so it is the natural place to sense or display its state ✓
• Moving the check to the dock lets the rider walk straight to a sound bike ✓
• It would also tell the operator which bikes need maintenance without a site visit ✓
• The walk along the row is wasted time that the redesign can remove ✓

Award [1] for each relevant brief point on the opportunity revealed up to [2 max]. Award a maximum of [1] where the response restates the observation without identifying an opportunity.

(c) The ideation and modelling stage involves developing distinct ways to solve a problem, using models appropriate to the question being asked.
• The questions concern height, reach and sightline, which need a full-size object ✓
• A rendering is viewed at screen size, so it cannot test reach or comfortable operating height ✓
• A tester must stand where a rider stands to judge whether the light is visible ✓
• Card is fast, so a change can be made between one tester and the next ✓
• An obviously unfinished model invites criticism that a polished rendering suppresses ✓
• Full size reveals the relationship between the dock, the bike and the person ✓
• Cost is low enough that both concepts can be built and compared ✓

Award [1] for each detail, leading to an account of why full-size card models suited this stage, up to [2 max]. Credit responses referring to tangibility or to the speed of change.

(d) The design process is iterative: solutions are modelled, tested and refined rather than produced in a single pass.
The team's learning does not transfer:
• Almost every problem in Table 3 was unpredicted and found by observation ✓
• The wrong-dock taps, the ankle-height light and the firm pull were not reasoned out in advance ✓
• The lesson learned is that the team's predictions were wrong, which argues for more testing ✓
• A new project has a new context, so previous findings do not carry over unchanged ✓
Cost asymmetry:
• A card model costs an afternoon; a dock is steel, installed at scale on public pavement ✓
• A fault after manufacture is multiplied by every station in the city ✓
• Correction requires a second installation programme, not a repair ✓
• Testing is cheap precisely because nothing has been committed ✓
Iteration surfaces new problems:
• Fixing one problem changes the interaction and creates questions that did not exist before ✓
• Raising the reader changes where riders stand, which changes what they can see and reach ✓
• Concepts 1 and 2 are probes whose results feed the next version, not a final choice ✓
Evidence:
• Each cycle produces a tested comparison rather than an assertion of judgment ✓
• Evidence is what lets a design decision survive scrutiny from the client ✓

Award [1] for each relevant detail / reason / cause supporting retention of the iterative cycle up to [4 max]. Award a maximum of [3] where the response argues only from cost. Credit responses that use Table 3 as evidence.

Design Thinking, Interaction Design Foundation
ixdf.org/literature/topics/design-thinking
The five phase design thinking process with worked examples, free to read. Useful alongside 2.1.1 for seeing the process as a loop rather than a line.
SCAMPER, Wikipedia
en.wikipedia.org/wiki/SCAMPER
Each letter of the mnemonic with the prompt questions that go with it. Print it and keep it beside you during ideation.
Six Thinking Hats, Wikipedia
en.wikipedia.org/wiki/Six_Thinking_Hats
De Bono’s six roles and what each one contributes to a group discussion. Covers the point that matters most: the hats stop one person owning criticism.
TRIZ and the 40 inventive principles
triz40.com en.wikipedia.org/wiki/TRIZ
All 40 principles with examples, plus the background on how Altshuller derived them from patent analysis. Systematic innovation for problems where brainstorming has stalled.
Why startups fail, CB Insights
cbinsights.com/research/report/startup-failure-reas…
The research behind the statistic that no market need is the most common reason startups fail. Evidence for why the research phase is not optional.
Google Scholar
scholar.google.com
Free search across academic papers. The right starting point for secondary research when a blog post is not a good enough source.
How to write Likert scale questions, SurveyMonkey
surveymonkey.com/mp/likert-scale
Good and bad question wording side by side, plus the difference between a Likert item and a Likert scale. Read it before you write your own questionnaire.
Personas make users memorable, Nielsen Norman Group
nngroup.com/articles/persona
What a persona is for and how to build one that is grounded in research rather than invented. Supports the persona work in 2.1.5.

Linking Questions

  • What ergonomic considerations are important to be able to engage successfully with the design process? (A1.1)
  • How do design technology students ensure they engage with user-centred research methods? (A2.1)
  • To what extent are the goals of the design process aligned with the goals of a user-centred design (UCD) process? (B1.1)
  • To what extent does the model, test, refine cycle require full engagement with modelling and prototyping at several levels of fidelity? (B2.2)
  • Which aspects of the design process require engagement with material selection? (B3.1)
  • How do the requirements of the design process ensure students are addressing the responsibility of the designer? (C1.1)
  • Why is product analysis and evaluation important in the design process? (C3.1)
  • To what extent does the design process require the exploration of design for manufacture strategies? (C4.1)