Progression |
Structures |
Phase | Design | Make | Evaluate |
EYFS | - Making verbal plans and material choices. Developing a junk model.
- Designing a junk model boat.
- Using knowledge from exploration to inform design.
| - Improving fine motor/scissor skills with a variety of materials.
- Joining materials in a variety of ways (temporary and permanent).
- Joining different materials together.
- Describing their junk model, and how they intend to put it together.
- Making a boat that floats and is waterproof, considering material choices.
| - Giving a verbal evaluation of their own and others’ junk models with adult support.
- Checking to see if their model matches their plan.
- Considering what they would do differently if they were to do it again.
- Describing their favourite and least favourite part of their model.
- Making predictions about, and evaluating different materials to see if they are waterproof.
- Making predictions about, and evaluating existing boats to see which floats best.
- Testing their design and reflecting on what could have been done differently.
- Investigating the how the shapes and structure of a boat affect the way it moves.
|
KS1 | - Learning the importance of a clear design criteria.
- Including individual preferences and requirements in a design.
- Generating and communicating ideas using sketching and modelling.
- Learning about different types of structures, found in the natural world and in everyday objects.
| - Making stable structures from card.
- Following instructions to cut and assemble the supporting structure of a windmill.
- Making functioning turbines and axles which are assembled into a main supporting structure.
- Finding the middle of an object.
- Puncturing holes.
- Adding weight to structures.
- Creating supporting structures.
- Cutting evenly and carefully.
- Making a structure according to design criteria.
- Creating joints and structures from paper/card and tape.
- Building a strong and stiff structure by folding paper.
| - Evaluating a windmill according to the design criteria, testing whether the structure is strong and stable and altering it if it isn’t.
- Suggest points for improvements.
- Exploring the features of structures.
- Comparing the stability of different shapes.
- Testing the strength of own structures.
- Identifying the weakest part of a structure.
- Evaluating the strength, stiffness and stability of own structure.
|
LKS2 | - Designing a castle with key features to appeal to a specific person/purpose.
- Drawing and labelling a castle design using 2D shapes, labelling: -the 3D shapes that will create the features - materials needed and colours.
- Designing and/or decorating a castle tower on CAD software.
| - Constructing a range of 3D geometric shapes using nets .
- Creating special features for individual designs.
- Making facades from a range of recycled materials.
| - Evaluating own work and the work of others based on the aesthetic of the finished product and in comparison to the original design.
- Suggesting points for modification of the individual designs.
|
UKS2 | - Designing a stable structure that is able to support weight.
- Creating a frame structure with a focus on triangulation.
| - Making a range of different shaped beam bridges.
- Using triangles to create truss bridges that span a given distance and support a load.
- Building a wooden bridge structure.
- Independently measuring and marking wood accurately.
- Selecting appropriate tools and equipment for particular tasks.
- Using the correct techniques to saws safely.
- Identifying where a structure needs reinforcement and using card corners for support.
- Explaining why selecting appropriating materials is an important part of the design process.
- Understanding basic wood functional properties.
| - Adapting and improving own bridge structure by identifying points of weakness and reinforcing them as necessary.
- Suggesting points for improvements for own bridges and those designed by others.
|
Mechanisms / mechanical systems |
Phase | Design | Make | Evaluate |
KS1 | Explaining how to adapt mechanisms, using bridges or guides to control the movement. Designing a moving story book for a given audience. Selecting a suitable linkage system to produce the desired motion. Designing a wheel. | - Following a design to create moving models that use levers and sliders.
- Selecting materials according to their characteristics.
- Following a design brief.
| - Testing a finished product, seeing whether it moves as planned and if not, explaining why and how it can be fixed.
- Reviewing the success of a product by testing it with its intended audience.
- Evaluating different designs.
- Testing and adapting a design.
|
LKS2 | - Taking part in structured brainstorming sessions.
- Developing drawing and sketching skills with a focus on clarity and simplicity. Beginning to recognise the benefit of a range of diagram types or prototypes to communicate ideas. (eg. sketches, cross-sectional diagram, thumbnail sketches and exploded diagrams)
- Creating prototypes using materials with similar properties to their final design.
- Creating simple design criteria that outline basic functionality and appeal to individual users or target audiences.
- Developing designs by adding detail and justifications about materials, tools, methods.
| - Following detailed safety instructions.
- Using a ruler as a measuring tool with increasing accuracy by creating spaced marks using millimetres and measuring lengths of objects.
- Handle different sizes and types of scissors with confidence.
- With close supervision using a hot glue gun to join wooden materials (e.g. lolly sticks).
- Selecting equipment required for a series of tasks based on the plan. Explain why each piece is suitable for each stage.
- Selecting materials, components or ingredients from a wider choice but within a limited design space (e.g. seasonal ingredients from May and June in the UK).
| - Explaining why they think certain aspects of a peer's design are effective or why they suggested specific improvements.
- Reflecting on feedback to decide if and how it could be used to improve future iterations.
- Investigating and analysing a range of existing products by looking at their functionality and appeal.
- Analysing why specific products, designers or inventors are successful.
- Evaluating their designs by comparing them against design criteria and considering feedback from peers to suggest improvements.
- Evaluating how effective their chosen materials and tools were in fulfilling the design brief.
|
UKS2 | - Designing a pop-up book which uses a mixture of structures and mechanisms.
- Naming each mechanism, input and output accurately.
- Storyboarding ideas for a book.
| - Following a design brief to make a pop up book, neatly and with focus on accuracy.
- Making mechanisms and/or structures using sliders, pivots and folds to produce movement.
- Using layers and spacers to hide the workings of mechanical parts for an aesthetically pleasing result.
| - Evaluating the work of others and receiving feedback on own work.
- Suggesting points for improvement.
|
Electrical systems (KS2 only) |
Phase | Design | Make | Evaluate |
LKS2 | - Designing a torch, giving consideration to the target audience and creating both design and success criteria focusing on features of individual design ideas.
| - Making a torch with a working electrical circuit and switch.
- Using appropriate equipment to cut and attach materials.
- Assembling a torch according to the design and success criteria.
| - Evaluating electrical products.
- Testing and evaluating the success of a final product.
|
UKS2 | • Identifying factors that could be changed on existing products and explaining how these would alter the form and function of the product. • Developing design criteria based on findings from investigating existing products. • Developing design criteria that clarifies the target user. | • Altering a product’s form and function by tinkering with its configuration. • Making a functional series circuit, incorporating a motor. • Constructing a product with consideration for the design criteria. • Breaking down the construction process into steps so that others can make the product. | • Carry out a product analysis to look at the purpose of a product along with its strengths and weaknesses. • Determining which parts of a product affect its function and which parts affect its form. • Analysing whether changes in configuration positively or negatively affect an existing product. • Peer evaluating a set of instructions to build a product. |
Cooking and nutrition |
Phase | Design | Make | Evaluate |
EYFS | - Designing a soup recipe as a class.
- Designing soup packaging.
| - Chopping plasticine safely.
- Chopping vegetables with support.
| • Tasting the soup and giving opinions. • Describing some of the following when tasting food: look, feel, smell and taste. • Choosing their favourite packaging design and explaining why. |
KS1 | - Designing smoothie carton packaging by-hand.
| • Chopping fruit and vegetables safely to make a smoothie. • Juicing fruits safely to make a smoothie. | • Tasting and evaluating different food combinations. • Describing appearance, smell and taste. • Suggesting information to be included on packaging. • Comparing their own smoothie with someone else’s. |
LKS2 | • Designing a biscuit within a given budget, drawing upon previous taste testing judgements. | • Following a baking recipe, including the preparation of ingredients. • Cooking safely, following basic hygiene rules. • Adapting a recipe to meet the requirements of a target audience. | • Evaluating a recipe, considering: taste, smell, texture and appearance. • Describing the impact of the budget on the selection of ingredients. • Evaluating and comparing a range of food products. • Suggesting modifications to a recipe (e.g. This biscuit has too many raisins, and it is falling apart, so next time I will use less raisins). |
UKS2 | • Adapting a traditional recipe, understanding that the nutritional value of a recipe alters if you remove, substitute or add additional ingredients. • Writing an amended method for a recipe to incorporate the relevant changes to ingredients. • Designing appealing packaging to reflect a recipe. • Researching existing recipes to inform ingredient choices. | • Cutting and preparing vegetables safely. • Using equipment safely, including knives, hot pans and hobs. • Knowing how to avoid cross-contamination. • Following a step by step method carefully to make a recipe. | • Identifying the nutritional differences between different products and recipes. • Identifying and describing healthy benefits of food groups. |
Textiles |
Phase | Design | Make | Evaluate |
KS1 | • Using a template to create a design for a puppet. | • Cutting fabric neatly with scissors. • Using joining methods to decorate a puppet. • Sequencing the steps taken during construction. | • Reflecting on a finished product, explaining likes and dislikes. |
LKS2 | • Designing and making a template from an existing cushion and applying individual design criteria. | • Following design criteria to create a cushion or Egyptian collar. • Selecting and cutting fabrics with ease using fabric scissors. • Threading needles with greater independence. • Tying knots with greater independence. • Sewing cross stitch to join fabric. • Decorating fabric using appliqué. • Completing design ideas with stuffing and sewing the edges (Cushions) | • Evaluating an end product and thinking of other ways in which to create similar items. |
UKS2 | • Designing a waistcoat in accordance to a specification linked to set of design criteria. • Annotating designs, to explain their decisions. | • Using a template when cutting fabric to ensure they achieve the correct shape. • Using pins effectively to secure a template to fabric without creases or bulges. • Marking and cutting fabric accurately, in accordance with their design. • Sewing a strong running stitch, making small, neat stitches and following the edge. • Tying strong knots. • Decorating a waistcoat, attaching features (such as appliqué) using thread. • Finishing the waistcoat with a secure fastening (such as buttons). • Learning different decorative stitches. • Sewing accurately with evenly spaced, neat stitches. | • Reflecting on their work continually throughout the design, make and evaluate process. |
Digital world (KS2 only) |
Phase | Design | Make | Evaluate |
LKS2 | • Problem solving by suggesting which features on a micro:bit might be useful and justifying my ideas. • Drawing and manipulating 2D shapes, using computer-aided design, to produce a point of sale badge. • Developing design ideas through annotated sketches to create a product concept. • Developing design criteria to respond to a design brief. | • Following a list of design requirements. • Writing a program to control (button press) and/or monitor (sense light) that will initiate a flashing LED algorithm. | • Analysing and evaluating wearable technology. • Using feedback from peers to improve design. |
UKS2 | • Writing a design brief from information submitted by a client. • Developing design criteria to fulfil the client’s request. • Considering and suggesting additional functions for my navigation tool. • Developing a product idea through annotated sketches. • Placing and manoeuvring 3D objects, using CAD. • Changing the properties of, or combining one or more 3D objects, using CAD. | • Considering materials and their functional properties, especially those that are sustainable and recyclable (for example, cork and bamboo). • Explaining material choices and why they were chosen as part of a product concept. • Programming an N,E, S, W cardinal compass. | • Explaining how my program fits the design criteria and how it would be useful as part of a navigation tool. • Developing an awareness of sustainable design. • Identifying key industries that utilise 3D CAD modelling and explaining why. • Describing how the product concept fits the client’s request and how it will benefit the customers. • Explaining the key functions in my program, including any additions. • Explaining how my program fits the design criteria and how it would be useful as part of a navigation tool. • Explaining the key functions and features of my navigation tool to the client as part of a product concept pitch. • Demonstrating a functional program as part of a product concept pitch. |