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Aardman Animations Ltd. 2010

This resource is designed to introduce 12-16s


to the world of innovation and invention. It
focuses on products which young people will
be familiar with in their daily lives and gives
them the opportunity to consider what
defines innovation and how it occurs via
a process including inspiration, decisionmaking and design.

Notes

The lesson plan is split into three activities requiring a suggested 90


minutes, plus an additional 30-minute preparation or extension task.
The focus for this session is innovation in product design: the main
curriculum area is Design and Technology with additional cross-curricular
links (next page).
The Session can be used as a stand-alone lesson to introduce the
concept of innovation. It can also be used in conjunction with
Invention & Animation: Free resource with a range of activities to
bring the world of innovation and Intellectual Property to life using
case studies from Aardman Animations. For parents and teachers,
or for young people to use independently. See the Cracking Ideas
website
Think Kit: Free downloadable resource book, teacher notes and lesson
plans. Can be used in conjunction with this resource to investigate
detailed case studies covering enterprise and IP. Aimed primarily at
Business Studies and Design & Technology for 14-16s it can also be
adapted for 12-14s. www.crackingideas.com
Eureka Challenges and Cracking Ideas Competition: This resource
can support planning and ideas for these initiatives on the Cracking
Ideas website.

Learning objectives
For pupils to understand that
Innovation is an idea turned into a working solution that meets a
real need

Learning outcomes
Across ages 12-16 the learning will be different. Overall, the key
outcomes will be that pupils are able to
Identify situations that might provide the opportunity for innovation
Analyse existing products and innovate a practical solution to needs,
wants and opportunities, recognising their impact on quality of life
Recognise that product designs and their specifications relate to a
number of factors
Recognise that innovations have a cultural and historical context and
are part of an on-going process of change and improvement

www.crackingideas.com

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1. What is innovation?
Activity: On A2 paper make 2 lists of words, one list of words that mean
innovation and another list of products that apply to innovation that
did not exist 20 years ago.
Feedback Discuss and share words. Make a note of any words that
keep coming up or that you had not thought of in your group to build up
a word bank
Innovation list might include adaption, addition, alteration, change,
contraption, development, discovery, gadget, inspiration, invention,
latest idea, latest thing, original, modernisation, novelty...
Products list might include tablets, E-Reader, smart watch, 3D TV,
SatNav, 3D printer, Blu ray, electric car...
Follow Up Discussion Questions:
Are any suggested items more than 20 years old? Are any of these
new developments of earlier products?
Are all or most of the products electrical?
Why are these products successful? What did people use before
If anything and what was the problem identified by the innovator?
Think about how peoples lives changed in the last 20 years the
way they work and use leisure time, and how much money they have
to spend?
How many items did more than one group suggest? What could this
mean to companies developing these products?

www.crackingideas.com

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2. Make a difference (I)
Pairs. 40 min
Activity: Think about the products already discussed. How could
one of them be improved for the specific needs of a target user group?
Or, inspired by an existing product, can you think of a completely
new gadget?
Develop or improve your chosen product to meet the needs of a target
user group. It can be for the home or another location.
Identify your chosen products unique characteristics and features the
product specification using the F.A.C.E framework (12-14s) or the
C.A.F.E.Q.U.E. analysis framework (14-16s). By using this framework,
you may also identify both the strengths and weaknesses of your chosen
product and also where to make changes and re-design. Compare
your product specification with that of other similar products: how
does this help to evaluate how successful your product could be? See
worksheets for 12-14s and 14-16s.

F.A.C.E
Function

What does it do? How does it work?

Aesthestics

What does it look like?

Construction

How is it made? What materials are used?

Economics

How much does it cost? Is it value for


money? Who will buy it?

C.A.F.E.Q.U.E.
Cost

How much does it cost? Is it good value


for money?

Aesthetics
(or Form)

Does it look good? Why, what makes it so?

Function

What does it do? How does it work?

Ergonomics

How easy is it to use? How comfortable is


it to use?

Quality

How well is it made? What materials


are used?

User

Environment

www.crackingideas.com

Who is it for? Is it appropriate for this user?


Does it meet a real need?
What is the effect of the product's
manufacture?
What is the effect of its use? What is the
effect of its disposal?

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3. Make a difference (II)
Pairs. 30 min
Activity: Make a sketch of your new product showing your
design changes.
Think of a name for your improved re-design or new product
Write a sentence to explain your design rationale underneath
your drawing
Prepare a short presentation pitch in your group describing your
changes to the rest of the class
Display all specifications/drawings for whole class to view
and feedback
Presentation and Feedback: Pairs present and describe their new
product to class. Or display all specifications/drawings for whole class to
view and feedback.
End the feedback with a focus on innovation: which are the most
innovative ideas? These are likely to have thought about other similar
products in order to imagine an improvement how did their analysis
lead to their own design, and did they avoid copying? Note that there are
Intellectual Property laws that allow innovators to protect their creativity.

www.crackingideas.com

3
Describe your products unique characteristics and features
The four areas of the F.A.C.E analysis can be approached in any order

Function
What does it do?
How does it work?

Aesthetics (or FORM)


What does it look like?

Construction
How is it made?
What materials are used?

Economics
How much does it cost?
Is it value for money?
Who will buy it?

www.crackingideas.com

3
Describe your products unique characteristics and features
The seven areas of the C.A.F.E.Q.U.E analysis can be approached in any order

Cost
How much does it cost?
Is it good value for money?

Aesthetics (or FORM)


Does it look good?
Why, what makes it so?

Function
What does it do?
How does it work?

Ergonomics
How easy is it to use?
How comfortable is it to use?

Quality
How well is it built?
What materials are used?

User
Who is it for?
Is it appropriate for this user?
Does it meet a real need?

Environment
What is the effect of the
products manufacture?
What is the effect of its use?
What is the effect of its
disposal?

www.crackingideas.com

Curriculum links for


12-16 years
England and Wales (KS3,KS4)
KS3 Key
concepts in
Design and
Technology

Designing and making: 1 Understanding that designing and making has different dimensions and impacts
Cultural understanding: 2 Exploring how products contribute to lifestyle and consumer choices
Creativity: 1 Making links between principles of good design, existing solutions and technological
knowledge to innovate

Critical evaluation: 1 Analysing existing products, 2 Evaluating user needs and 3 Exploring the impact of
ideas, design decisions and technological advances to provide opportunities for new design solutions

Unit 21: People and the environment/Resistant materials Unit 7: 07aii, bii, e; Unit 8: 08aii, bii;
Unit 9: 009aii

15+ focus on
Designing in
Design and
Technology

Personnel: designer, user, target group


Design Brief: formulating, analysing
Specification: product, user, manufacturing
Product Analysis: form, function
Research: internet
Idea Generation: sketching
Evaluate

Crosscurricular

Citizenship/PSE/PSD
English
Key (Core) Skills: Communication, ICT

links

Scotland (S1-S5)
Technologies

Technological developments in society, in the context of Craft, Design, Engineering and Graphics: TCH 0-14
a, TCH 4-14 b/c/d, TCH 2-01b

Crosscurricular

Languages (Literacy, English)


Social studies People in society, economy and business

links

N Ireland (Y8-Y13)
KS3/KS4
Design and
Technology

Thinking skills and personal capabilities


Being creative
Knowledge, understanding and skills design and communication
Working with others Presenting and researching

Crosscurricular

Personal Development
Key Concept Enterprise and Entrepreneurship
Citizenship
Communication

links

Intellectual Property Office is an operating name of the Patent Office

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