Your end-to-end guide to social innovation — from empathy to impact.
Submit your project for teacher approval before you begin.
Prefer collaborating on Google Slides? Get the offline VS DT Planner.
Get Slides JournalCompiles everything you've typed across all modes into one PDF for submission. Only modes you've filled in will be included.
Before you use the tools, adopt the mindset. These five shifts make all the difference.
Design for real people, not assumptions. Empathy before everything.
A rough prototype today beats a perfect plan on paper. Make it tangible.
Unclear problems are opportunities. Sit with not-knowing — for now.
Fail fast, learn faster. Every setback is data for your next iteration.
Diverse perspectives make better solutions. Seek out people unlike you.
Identify your block, then flip it into a mindset shift.
To understand the user's perspective, their context, emotions, and unarticulated needs.
Use one or both depending on your situation. Most of the time, interviewing gives richer insights. Use observation when you cannot get direct access to your user.
See how Art students apply interview techniques to uncover deep personal stories.
To synthesise your findings and craft a meaningful problem statement that guides your design.
To generate a wide range of creative solutions — quantity before quality. Defer judgement.
💡 Tap a sticky to vote • drag a sticky into the matrix below • ✕ removes it
💡 Drag ideas from the voting board above into the quadrants. Ideas can also be dragged between quadrants.
Already have an existing product or solution you want to innovate on? Use SCAMPER to push it further instead of brainstorming from scratch.
To build a tangible representation of your idea — cheap enough to change, real enough to test.
Show the prototype for 60 seconds without explanation. What was the immediate reaction?
Ask the user to interact with the prototype while thinking aloud.
Act out the scenario with the user in context. Especially useful for VIA, FCE, and experience-based prototypes.
Ask: if you could change ONE thing, what would it be?
To gather real feedback from real users and use it to improve — or completely rethink — your solution.
Select the method that best fits your situation. You can use more than one.
At Victoria School, DT tools are integrated across A&D subjects to create a coherent learning experience.
These are the 14 tools you will encounter across your A&D subjects. Tap any tool to learn what it is.
Use this to track which DT tools you have learnt across your A&D subjects. Tap a ✓ cell to mark it as done.
| ❤️ EMPATHISE | 🎯 DEFINE | 💡 IDEATE | 🛠️ PROTOTYPE | 🧪 TEST | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| E1 | E2 | D1 | D2 | I1 | I2 | I3 | I4 | P1 | P2 | P3 | T1 | T2 | T3 | |
✓ = taught in this subject · 🟢 = you've marked as learnt
Design & Technology uses observation, brainstorming, SCAMPER, and all three prototype fidelity levels — the most complete DT journey of any A&D subject.
Tools: E2, I1, I2, P1, P2, P3, T1, T2
ObservationPrototypingIterationFood & Consumer Education starts with empathy interviews, defines using POV and HMW, ideates with dot-voting, and tests solutions with real users.
Tools: E1, D1, D2, I1, I3, P1, T1
InterviewHMWTestingMusic students use observation to understand audience needs, brainstorm ideas, evaluate with dot-voting, and prototype across fidelity levels with peer feedback.
Tools: E2, I1, I3, P1, P2, P3, T2
ObservationBrainstormingFeedbackArt students use observation and structured interviews to uncover personal narratives, define using POV and HMW, then brainstorm before prototyping.
Tools: E2, D1, D2, I1, P1, P2, P3
ObservationPOVNarrativeComplete this first and get teacher approval before starting your DT journey. This is about your intent and considerations — not your execution.