MYP Design Year 1 · Unit 1 · Lesson 3
Introduction to Design
L03 · 01

Problems, Needs & Wants

Good designers notice what is happening before deciding what to make.

Today’s design lens
?
PROBLEMWhat is difficult, inconvenient, unsafe, or frustrating?
N
NEEDWhat must work so the user can complete the task?
W
WANTWhat would the user prefer, enjoy, or choose if possible?
Use ← → / Space to navigate. Lesson 3 · Problem spotting
Learning Focus
Observe before solving
L03 · 02

By the end of today, students can…

01

Notice

a specific difficulty in a familiar classroom setting.

02

Distinguish

a core need from a preference or extra want.

03

State

a problem without jumping immediately to a solution.

STATEGive the main information clearly and briefly.
Criterion A.i introduction Teacher-led familiar context
Mini-Lesson
A problem is not an object
L03 · 03

Too vague

“The pencils are messy.”

Observable problem

“Loose pencils roll across the shared table and are difficult to reach during group work.”

NOTICE THE DIFFERENCE

The stronger statement tells us what happens, where it happens, and why it matters to a user.

Model specificity, not long writing. Problem → evidence
Key Idea
Needs guide the core function
L03 · 04

Needs and wants can both matter — but they are not the same.

NEED

Something important for the product to work for the user.

easy to holdfits the objectstable

WANT

A preference, extra feature, or choice that may improve the experience.

favorite styleextra decorationoptional feature
Avoid telling students that wants are “bad.” Core function first
Design Opportunity Check
Is this worth exploring?
L03 · 05

A useful classroom design opportunity is…

About a person

Someone experiences the problem.

Observable

You can point to what is happening.

Specific

It is smaller than “school is annoying.”

Possible to improve

A simple designed solution could help.

Use this as the filter during the hunt. Low floor · high ceiling
Workshop
Classroom Problem Hunt
L03 · 06
Workshop

Observe first. Do not design yet.

STEP 01

Walk + notice

Observe your assigned area quietly and safely.

STEP 02

Record

Write what happens, who it affects, and any evidence you can see.

STEP 03

Classify

Decide whether the issue points to a need, a want, or both.

RULE

No solution sketches during the observation round. Stay with the problem long enough to understand it.

Suggested zones: desks · shelves · supply area · entry/exit · bags Main workshop
Share + Refine
Make the problem clearer
L03 · 07

Choose one observation worth discussing.

“When _______ is happening, _______ experiences _______. This matters because _______.”
PEER CHECK

Can your partner picture the situation without seeing your solution idea?

Share 2–4 strong examples. Keep it concrete.
Exit Reflection
Problem before solution
L03 · 08

Finish the thought.

“A designer should understand the problem before making ideas because _______.”

Next lesson

Students learn how existing products can reveal useful design features and ideas.