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Year 10 - Design and technology

Identifying challenges and opportunities

Inclusive Design: Mental Health and Wellbeing

Unit Summary

This unit explores inclusive design with a focus on mental health and wellbeing. Students research user needs, generate ideas, and prototype solutions, developing empathy, creativity, and problem-solving while considering feasibility and real-world impact.

Lesson Summary

You will learn to identify barriers to mental health and wellbeing, and frame them as opportunities for design.

Key Notes

  • There are common barriers in mental health and wellbeing that impact on daily tasks.
  • Problems can be reframed as design opportunities.

Vocabulary To Learn

  • stressor: a situation, event, or pressure that makes someone feel worried or upset
  • barrier: something that prevents a person from completing a task or feeling content
  • opportunity: a chance to use design to solve a problem or improve a situation

Common Mistakes To Avoid

  • Mental health and wellbeing challenges are too personal or 'invisible' to be designed for.

3 Quick Questions (With Answers)

1. Explain the lesson in two key points.

There are common barriers in mental health and wellbeing that impact on daily tasks. Problems can be reframed as design opportunities.

2. What does this key word mean in this lesson? 'stressor'

a situation, event, or pressure that makes someone feel worried or upset.

3. Correct this common mistake.

Mistake: Mental health and wellbeing challenges are too personal or 'invisible' to be designed for. Correction: Designers don't solve mental health itself, but create supportive products, services, or environments that ease challenges.

More Lessons In This Unit

Browse all guides in the Year 10 Design and technology guide library.