DT
IB Design Technology
SL · Lesson 01 · What Is Design Technology?
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Lesson 01 · Course Launch

What is
Design Technology?

A course about understanding people, defining worthwhile problems, and developing better solutions through evidence, modelling and iteration.

80 minutes SL · First assessment 2027 Design thinking
Guiding question: How do designers approach problem-solving?01
Today’s destination

By the end of class, you should be able to…

01

Explain the subject

Describe IB Design Technology as more than drawing, styling or making.

02

Sequence the process

Name the five stages of the IB design thinking process in order.

03

Apply the process

Use the stages to reason through a simple redesign problem.

04

Know the assessment

Identify the role of Paper 1, Paper 2 and the internal assessment.

Success check: if you can explain the process to someone who has never taken DT—and apply it to a new product—you are on track.
Start with the big picture before the terminology gets dense.02
A useful misconception to remove

Design is not decoration.

A product can look beautiful and still fail its users. In DT, a strong solution is justified by evidence and tested against real needs.

Question 1
Who?

Who uses it? What can they do? What do they struggle with?

Question 2
Why?

What problem is worth solving—and what evidence proves it matters?

Question 3
How?

How will we model, test and refine a solution rather than simply guess?

Good design decisions are explainable.
Think like a designer: people + evidence + iteration.03
How the syllabus is organised

Three lenses. One design problem.

IB Design Technology connects theory, practical application and real-world context. We will move between all three throughout the year.

A

Design in theory

The concepts and technical knowledge that help us explain why a design works—or fails.

B

Design in practice

Using that knowledge to research, model, prototype, test and communicate.

C

Design in context

Connecting decisions to users, ethics, sustainability and real products.

Course habit: we will not study A, then B, then C as three disconnected blocks. Strong designers connect them.
Concept → application → context04
Core concept

Design thinking is a way of solving problems with people at the centre.

It asks us to understand users, challenge assumptions, define problems carefully, create possibilities, build models and learn from testing.

Not this

“I have a cool idea.”

Idea first → justification later.

More like this

“What does the evidence suggest?”

User evidence → problem definition → ideas → testing → refinement.

Human-centred · evidence-informed · iterative05
The IB design thinking process

Five stages—connected as a cycle.

Click each stage to reveal its purpose.

Important: the stage names matter. You will use this same process in the internal assessment.
Click to explore.06
01
Empathize

Start with the user—not your solution.

Designers seek to understand what people actually experience before deciding what to change.

1
Observe
What does the user do? Where do they hesitate, adapt or struggle?
2
Listen
Interviews, surveys and conversations reveal motivations and priorities.
3
Look for pain points
A pain point is a friction, difficulty or unmet need in the user experience.
Evidence before assumptions.07
02
Defining the project

Turn messy evidence into a clear design challenge.

Research is useful only when it helps us define what the user needs and what the project should address.

Weak

“Make the lunch tray better.”

Too vague. Better for whom? Better in what way?

Stronger direction

Define the user + task + problem.

A clear project definition gives later ideas something specific to solve.

Define before you design.08
03
Ideation & modelling

Generate possibilities, then make ideas visible.

Ideation values range and diversity. Models and prototypes let others see, understand and challenge your thinking.

Sketch

Quickly explore form, layout, features and alternatives.

Model

Represent an idea physically or digitally so it can be examined.

Compare

Use evidence and user needs to decide which ideas deserve development.

Quantity first. Quality through refinement.09
04
Designing a solution

Model → test → refine.

A prototype is not proof that the design works. Testing creates evidence; evidence drives the next iteration.

Performance testing

Does it work?

Measure function, strength, fit, accuracy, efficiency or other relevant performance.

User testing

Does it work for people?

Gather feedback on usability, desirability and effectiveness from intended users.

Testing is a learning tool, not a final ceremony.10
05
Presenting a solution

Show the solution—and the reasoning behind it.

A final design should communicate key features clearly enough that stakeholders understand what changed, why it changed and how it benefits the user.

Design communication ≠ decoration. Annotations, dimensions and explanations make your decisions understandable.
Make the reasoning visible.11
Critical idea

The process is not a one-way staircase.

Testing can reveal a new user need. A prototype can expose a weak assumption. Designers move backwards as well as forwards.

Learn from evidence.
Then change the design.
Research
Model
Test
Refine
Iteration = purposeful improvement through repeated cycles.
Expect to revise. That is the process working.12
Apply it

Mini case: the crowded cafeteria tray

Design situation

Students carry a tray, water bottle and cutlery through a crowded lunch line.

Some students balance the bottle on top of the tray. Spills happen when they turn or stop suddenly.

Think first

What should a designer do first?

Stage being tested: Empathize.13
Retrieval challenge

Build the process from memory.

Click the cards in the correct order. You may reset and try again.

Retrieve, don’t reread.14
A useful mental model

Strong design decisions balance three things.

U
User
Who is affected, and what do they need?
E
Evidence
What research or testing supports the decision?
C
Constraints
What limits the solution—time, materials, safety, cost, manufacture, environment?
Watch for: “I chose this because I like it.” Personal preference is not enough evidence.
We will use this lens all year.15
How SL is assessed

Your grade comes from three components.

Paper 1
20%

Multiple choice

1 hour · 30 marks · content can draw from design in theory, practice and context.

Paper 2
40%

Short + extended response

1 hour 30 minutes · 50 marks · apply and analyse SL design technology content.

Internal assessment
40%

Design project

One internally assessed project, externally moderated by IB, following the design process.

Translation: memorising vocabulary matters—but using it accurately in design situations matters just as much.
External assessment 60% · IA 40%16
What strong performance looks like

IB assesses more than recall.

AO1

Know

Facts, concepts, terminology, methods and ways of communicating design information.

AO2

Understand + apply

Use knowledge and methods appropriately in familiar and unfamiliar design situations.

AO3

Construct + analyse + evaluate

Work with briefs, problems, specifications, plans, data, models and products.

AO4

Do design work

Research, develop, experiment, model and carry out ethical, effective design activity.

The goal is not “know the definition.” The goal is “use the concept to make a better judgement.”
AO4 is demonstrated through the design project.17
Vocabulary lab

Eight words you should leave with today.

Click each card. Say the meaning before you reveal it.

TermDesign thinkingClick to reveal
MeaningA human-centred, iterative approach to understanding problems and developing tested solutions.
TermUserClick to reveal
MeaningA person who interacts with or is intended to use a product, system or environment.
TermPain pointClick to reveal
MeaningA difficulty, friction or unmet need experienced by the user.
TermModelClick to reveal
MeaningA representation used to explore, communicate or test aspects of a design idea.
TermPrototypeClick to reveal
MeaningA physical or virtual version of a design used to test and develop it.
TermIterationClick to reveal
MeaningA repeated cycle of development in which evidence is used to refine a design.
TermStakeholderClick to reveal
MeaningA person or group affected by, involved in or interested in a design decision.
TermSpecificationClick to reveal
MeaningA clear success criterion that sets a requirement a design should satisfy.
Retrieval beats passive rereading.18
Knowledge check

Can you retrieve it without looking back?

1. What are the five stages of the IB design thinking process?
Empathize → Defining the project → Ideation and modelling → Designing a solution → Presenting a solution.
2. Why should a designer empathize before generating solutions?
To understand users, tasks, motivations and pain points with evidence, reducing the risk of solving the wrong problem.
3. What makes design thinking iterative?
Testing and feedback can send the designer back to earlier stages to redefine, remodel or improve the solution.
4. Which assessment component is worth 40% and involves a design project?
The internal assessment (IA) design project.
Say the answer before you reveal it.19
Exit ticket

Before you leave…

1. Name the five stages in order.
2. In one sentence, explain why design is not just “having a good idea.”
3. Which stage do you think is easiest to rush? Why?
Next lesson

The design process in action

We will follow one redesign problem from research to presentation and learn how evidence changes decisions at every stage.

Curriculum alignment
IB Design Technology Guide · First assessment 2027
Nature of design technology, design thinking process, assessment objectives and SL assessment outline.
Lesson complete20 slides
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