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Year 10 - Design and technology

Biomimicry

Textiles

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 identify biomimicry and use nature as inspiration when designing.

Key Notes

  • Designers use biomimicry to influence both form and function of designs, such as the bullet train.
  • Designers observe and record nature using sketches and photography.
  • Designers use sketches and photography of nature to inspire.

Vocabulary To Learn

  • biomimicry: using nature as inspiration to solve problems
  • biomorphism: an aesthetic style that imitates nature's beauty
  • mood board: a collection of images, texts and samples used by designers to convey feelings about a design
  • inspiration: someone or something that gives you ideas

Common Mistakes To Avoid

  • Biomimicry is using nature to inspire aesthetics.

3 Quick Questions (With Answers)

1. Explain the lesson in two key points.

Designers use biomimicry to influence both form and function of designs, such as the bullet train. Designers observe and record nature using sketches and photography.

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

using nature as inspiration to solve problems.

3. Correct this common mistake.

Mistake: Biomimicry is using nature to inspire aesthetics. Correction: Biomimicry uses nature to inspire solutions to problems, biomorphism is about nature inspiring aesthetics.

More Lessons In This Unit

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