Welcome to the World of Design!
Hello there! Welcome to your first year of Design. You might think Design is just about drawing or making pretty things, but it is actually much more exciting than that. Design is about solving problems. Whether it is building a better water bottle, creating an app to help people find lost pets, or designing a more comfortable chair, designers follow a special "roadmap" to get from a problem to a great solution. That roadmap is called the Design Cycle.
Don't worry if this seems a bit brand new—everyone starts somewhere! By the end of these notes, you will understand how designers think and how you can use the Design Cycle to bring your own ideas to life.
Did you know? Almost everything around you—the phone in your hand, the shoes on your feet, and even the toothbrush you used this morning—was created using a version of the Design Cycle!
What is the Design Cycle?
Think of the Design Cycle as a circle, not a straight line. In many subjects, you start at Point A and finish at Point B. But in Design, we often go back and repeat steps to make our work even better. This is called an iterative process (a fancy way of saying "doing something again to improve it").
The IB MYP Design Cycle has four main stages, which we call Criteria:
• Criterion A: Inquiring and Analyzing (The Detective Stage)
• Criterion B: Developing Ideas (The Architect Stage)
• Criterion C: Creating the Solution (The Maker Stage)
• Criterion D: Evaluating (The Judge Stage)
Memory Trick: Just remember I.D.C.E. — I Dream Cool Experiments!
Quick Review: The Design Cycle is a repeating circle used to solve problems. It has four parts: Inquiring, Developing, Creating, and Evaluating.
Step 1: Criterion A - Inquiring and Analyzing
Before you build anything, you need to understand the problem. Imagine if a doctor gave you a bandage before even looking at your wound! That wouldn’t work, right? Designers must be like detectives first.
In this stage, you will:
1. Explain the problem: Why do we need to design something?
2. Research: Look at what other people have made and ask "How does this work?"
3. Create a Design Brief: This is a short statement where you say exactly what you are going to clear up or solve.
Analogy: If your "problem" is that you are hungry, Inquiring and Analyzing is when you look in the fridge, check what ingredients you have, and decide if you want something sweet or salty.
Key Takeaway: Criterion A is about learning and researching before you start making.
Step 2: Criterion B - Developing Ideas
Now that you know the problem, it’s time to brainstorm! This is the Architect Stage. You aren't building yet; you are planning.
In this stage, you will:
1. Write a Specification: This is a list of "must-haves" for your product. For example: "It must be waterproof" or "It must fit in a backpack."
2. Sketching: Draw lots of different ideas. Don't just stick with your first one—your fifth idea might be the best!
3. Choose the best idea: Pick the design that solves the problem most effectively.
Common Mistake to Avoid: Don't worry about being a "perfect artist." In Design, a clear drawing that shows how an idea works is much better than a "pretty" drawing that is confusing!
Key Takeaway: Criterion B is about imagining and planning your solution on paper.
Step 3: Criterion C - Creating the Solution
This is the part most students love—the Maker Stage! It is time to turn your drawings into something real.
In this stage, you will:
1. Make a Plan: Create a step-by-step "to-do list" so you don't get lost.
2. Use Tools and Materials: Safely use things like cardboard, 3D printers, wood, or coding software.
3. Follow your design: Try to build what you planned in Criterion B.
Don't worry if this seems tricky: Sometimes things break or don't fit perfectly. That's okay! Designers call these "happy accidents" or "learning moments." If you have to change your plan, just explain why.
Key Takeaway: Criterion C is about building and following your plan to create a prototype (a first model).
Step 4: Criterion D - Evaluating
You’ve built your product! But does it actually work? This is the Judge Stage. You look at your work with a critical eye to see how you did.
In this stage, you will:
1. Test it: If you made a bridge, does it hold weight? If you made an app, do the buttons work?
2. Get Feedback: Ask other people (your "Target Audience") what they think of your creation.
3. Suggest Improvements: No design is ever perfect. Think about what you would change if you had to do it all over again.
Real-World Example: Think of a video game update. The creators "Evaluated" the game, found bugs or ways to make it more fun, and then released an update to fix it. That is the Design Cycle in action!
Key Takeaway: Criterion D is about testing and thinking of ways to make it better next time.
Summary: Why the Circle Matters
The most important thing to remember in Year 1 is that the Design Cycle never really stops. Once you finish Evaluating (Criterion D), you often find new things to Research (Criterion A), which leads to new Ideas (Criterion B).
Quick Review Box:
• A = Research (What's the problem?)
• B = Plan (What will it look like?)
• C = Make (How do I build it?)
• D = Check (Does it work?)
Designers are people who aren't afraid to fail, try again, and keep asking "How can I make this better?" You are now officially a student designer. Welcome to the team!