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Year 10 - Design and technology

Generating design ideas using SCAMPER

Polymers and timbers

Unit Summary

Pupils learn about biomimicry and innovation. They will learn how to use sources of inspiration to create a range of ideas for a product encouraging children to grow vegetables. The pupils will develop ideas and manufacture a prototype. Variation allows for different material outcomes.

Lesson Summary

You will learn to use different sources of inspiration when generating ideas.

Key Notes

  • Designers use inspiration from different sources to inform designs.
  • Designers use SCAMPER to generate design ideas.

Vocabulary To Learn

  • inspiration: someone or something that gives you ideas
  • stimulus/stimuli: (singular/plural) something that encourages activity or change
  • biomorphism: an aesthetic style that imitates nature's beauty
  • SCAMPER: an acronym that stands for: substitute, combine, adapt, modify, put to another use, eliminate and reverse. It is a creative thinking tool that helps generate new ideas

Common Mistakes To Avoid

  • Using sources of inspiration when designing is copying.

3 Quick Questions (With Answers)

1. Explain the lesson in two key points.

Designers use inspiration from different sources to inform designs. Designers use SCAMPER to generate design ideas.

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

someone or something that gives you ideas.

3. Correct this common mistake.

Mistake: Using sources of inspiration when designing is copying. Correction: When using sources of inspiration, they are usually not solutions or similar products but instead any image or product that inspires a spark of creativity.

More Lessons In This Unit

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