Lesson Plan

Lesson Plan
Grade: Date: 17/01/2026
Subject: Design and Technology
Lesson Topic: Evaluation of ideas, testing, feedback, refinement
Learning Objective/s:
  • Describe the purpose of evaluation in the design process.
  • Apply evaluation tools such as checklists and decision‑matrix to compare design ideas.
  • Conduct a simple prototype test, record data, and interpret results.
  • Analyse feedback and propose refinements that improve the design.
  • Reflect on the iterative nature of the design cycle.
Materials Needed:
  • Projector and screen
  • Whiteboard and markers
  • Worksheets with evaluation‑criteria template
  • Decision‑matrix handout
  • Prototype materials (cardboard, thermometers, etc.)
  • Measuring tools (ruler, stopwatch)
  • Feedback forms for peers
Introduction:
Begin with a short video showing two different water‑bottle designs and ask students which would better meet a brief for keeping drinks cold. Recall the previous lesson on idea generation and the design brief, highlighting that today the focus is on judging those ideas. Explain that by the end of the lesson they will be able to evaluate, test, and refine a prototype using systematic criteria.
Lesson Structure:
  1. Do‑now (5’) – Students list three criteria they think are important for a portable cold‑drink bottle (checks prior knowledge).
  2. Mini‑lecture (10’) – Explain the stages of evaluation, introduce checklists and decision‑matrix, and show a brief example.
  3. Group activity – decision‑matrix (15’) – Teams score three bottle concepts against the criteria and select the most suitable idea.
  4. Prototype test (15’) – Build a low‑fidelity model of the chosen concept, plan an insulation test, and record temperature data.
  5. Feedback & refinement (10’) – Peer critique using feedback forms, discuss possible modifications, and document changes.
  6. Whole‑class reflection (5’) – Summarise the iterative cycle and answer an exit‑ticket question.
Conclusion:
Review how evaluation, testing, feedback and refinement work together to improve a design. Students complete an exit ticket stating one change they would make to their prototype based on today’s results. For homework, they research a real‑world product and identify at least two evaluation tools used in its development.