Microsoft Xbox (2001)
A 'technology push' device that stuck the landing.
Read case study →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:
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.
A 'technology push' device that stuck the landing.
Read case study →
The 'One Device' to rule them all.
Read case study →
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:
Qualitative vs Quantitative data:
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:
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:
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.
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.
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.
After a trip to the grocery store a user places their groceries into the refrigerator.
The user places bottles on the door shelves, and discovers that the door doesn't close properly.
It is discovered that the door sags at a much lower weight than expected, slowly releasing cold air.
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.
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.
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:
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:
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:
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:
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:
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:
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:
High-fidelity (hi-fi) prototypes:
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:
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:
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.
Primary research involves the collection of first-hand data directly from sources relevant to the design context. This data is original and has not been interpreted by anyone else. An example is designers gathering anthropometric measurements directly from a proposed user group: the data is specific to those users and that context.
Secondary research involves the collection of data provided by a third party, such as information from textbooks, academic journals, market reports or government databases. An example is referencing a national anthropometric database rather than measuring users directly. Primary research provides authentic, context-specific data but takes time and money. Secondary research is faster and cheaper but may not perfectly match the specific design context and can become outdated.
1. SCAMPER: An acronym for Substitute, Combine, Adjust, Magnify/Minify, Put to other uses, Eliminate, Reverse/Reorder. This tool helps designers by providing a structured checklist of "thought triggers." For example, a designer might ask "What can I eliminate?" or "What happens if I reverse the order of operations?" This prevents designers from getting stuck and ensures they consider multiple angles systematically.
2. Six Thinking Hats (Edward De Bono): Each coloured hat represents a different thinking mode: White (facts), Red (emotions), Black (negative/critical), Yellow (positive/optimistic), Green (new ideas), Blue (big picture/management). This tool helps teams separate different types of thinking so they do not mix criticism with creativity. Using only the Green hat, the team generates ideas without negative judgment; switching to Black hat allows evaluation.
3. Morphological analysis (Zwicky box): A grid that lists each design parameter as a row and the possible options for that parameter as columns. For a water bottle, the rows might be cap type, body material, capacity and grip feature. Every combination of one option from each row is a possible design, so the grid forces the team to consider pairings they would never have sketched. Its value is in surfacing unexpected combinations rather than in ranking them.
Categorisation:
Why both types are necessary: Qualitative data tells designers the "why" behind user behaviour: it reveals emotions, frustrations, preferences and motivations. The qualitative feedback above tells the team that users value aesthetics but struggle to find the spray button and experience the handle as stiff. Without qualitative data, the team would not know why users are dissatisfied. Quantitative data provides measurable, comparable numbers. The three-hour installation time is an objective metric that can be benchmarked against competitors and used to set measurable improvement targets. Together, qualitative data identifies the problem and quantitative data measures progress toward solving it. Using only one type would leave the design incomplete.
Relying on demographics alone is problematic because people with identical demographic profiles can have completely different needs, tastes and behaviours. Take a single profile: European, born in the late 19th century, a leading professional in their field, a public figure and a cultural icon. Based on demographics alone, Albert Einstein (physicist) and Charlie Chaplin (actor and comedian) would be grouped together as the same "user." Yet their product preferences, lifestyles and needs would differ enormously: Einstein might prioritise quiet, functional workspaces while Chaplin would value expressive, theatrical environments.
Demographics tell you who users are categorically, but not what they need or how they behave. Effective personas require richer psychographic data: goals, motivations, frustrations, daily activities and context of use. Without this additional layer, a persona based on demographics alone risks designing for an average that no real person represents.
The 42% failure rate due to lack of market need occurs when companies build products nobody wants, typically because they developed in isolation without testing assumptions against real users. The iterative design process directly prevents this by forcing designers to test assumptions repeatedly rather than investing in a complete product first.
Low-fidelity prototyping (cardboard, paper sketches, foam models) allows designers to test basic concepts within hours at negligible cost. If users say "I don't understand where the handle goes" or "This doesn't fit my context," the team has wasted almost nothing. They discard the cardboard and try a different configuration. This "fail fast, fail cheap" approach ensures bad ideas are eliminated before costly resources are committed.
High-fidelity prototyping (functional models resembling the final product) comes later, after the core concept has already survived multiple rounds of lo-fi testing. Hi-fi prototypes generate meaningful performance data (task completion rates, error rates, user satisfaction scores) that lo-fi testing cannot. If problems are found at this stage, they can still be addressed before mass production at manageable cost.
The iterative cycle (PDSA) ensures every round of feedback drives refinement, then another round of testing. Each iteration reduces the risk of building a product the market does not want. A concept that has survived five user-testing cycles with genuine feedback at each stage is fundamentally less likely to fail due to lack of market need than one developed without iteration.
Linking Questions