Product Design Coursework Checklist

Product Design Kickoff Checklist

The information designers should make sure they have to consistently create amazing products

After completing a project I always perform a retrospective from a design aspect to understand what could have been done better. Often times these issues I discover tend to be challenges that other designers and companies are also dealing with.

The main issue I’ve noticed lately with products that flop is that they fail because they try to build a solution before truly understanding the problem. Stop me if you’ve heard this before.

But if you want to truly define the problem what info do you need? Where do you even start? Your goals for this initial stage involves answering the following:

  • What’s the problem statement?
  • Who’s going to use it?
  • What are their processes?

Obtaining this data is often seen as a “waste of time” or something that delays wireframes or designs from being created. And in a sense, yes, if you attempt to answer the questions above it will indeed annoy your project managers and make your stakeholders anxious. But much like amazing food at a 5 star restaurant, good things come to those who wait.

The research collateral you’ll have at the end of this process are:

  • Product Story
  • Personas
  • Workflow diagrams
  • Product Story Map

These items will play a pivotal role in establishing a foundational understanding around the problems you should be solving with a product.

No matter how hard you are pressured as a designer you should never attempt to design a product without at least a cursory understanding of the above.


Product Story

What is the target for this product? What problem is going to solve? In a meeting, known as a kickoff, the product team, stakeholders, and users should establish the product story.

A product story should only be 1 or 2 sentences. Consider this the product’s “elevator pitch”. This story will set the scope and target for what the product will actually look to do.


Who is actually going to use this product? Understanding your users and their behavior, both quantitatively and qualitatively, will impact the usability and functionality of your product. Building personas will come from data obtained through contextual user interviews.

If you are designing for everyone you’re designing for no one

Workflow Diagrams

How do the users work? What are their processes? Also obtained through contextual user interviews workflow diagrams are the steps the identified persona’s take to complete a task or goal.

Product Story Map

Which features / use cases should be considered within the product design? A product story map helps understand the epics and user stories that should be considered. Referred to as situational design by Don Norman in Living With Complexity the product story map is master backlog for all use cases matched to persona’s workflows that are required to be addressed by design.

Presentation on theme: "AQA: GCSE Product Design CONTROLLED ASSESSMENT TASK"— Presentation transcript:

Mr GuinnessCoursework Help SheetsAQA Product Design CAT

2 What do you need to do... Choose from the six contexts given to you.
Work through the folder sheets in a logical order.What is the exam board looking for:A project that is rigorous and demanding.Shows creativity and originality.Has accuracy and a range of making skills.Has the potential to be commercially viable.Mr Guinness Candidate Number 007: AQA Product Design PROD2

3 Section A: Investigating the design context (8 marks)
Front CoverContext and Design IntentionsProduct AnalysisProduct DisassemblyUser Profile/ Retail potentialDesign Inspiration/Mood boardResearch SummaryDesign Criteria/SpecificationMr Guinness Coursework Help Sheets : AQA Product Design CAT

4 Section B: Development of Design Ideas (32marks)
Initial IdeasGroup ideas(class exercise)SCAMPERModellingComparisonMaterials and construction alternativesFurther research/developmentEnvironmental IssuesCommercial ViabilityFinal Proposal and Manufacturing SpecificationMr Guinness Coursework Help Sheets : AQA Product Design CAT

5 Section C: Making (32 Marks)
Plan of ManufacturePhoto diary of Practical workMr Guinness Coursework Help Sheets : AQA Product Design CAT

6 Section D: Testing and Evaluation (12 Marks)
Summary of ModificationsSpecification ChecklistPhoto PresentationMr Guinness Coursework Help Sheets : AQA Product Design CAT

7 Section E: Communication (6 Marks)
Is your design folder focused, concise, relevant?Are all decisions communicated in a clear way with appropriate use of technical language.Have you checked spelling, punctuation and grammar?Mr Guinness Coursework Help Sheets : AQA Product Design CAT

8 Top Ten Tips...Put in the time at home...don’t try and do it all within lessons.Presentation is really important; slide layout (even font size) needs to be regular throughout your presentation.Slide Order...all slides must be in the correct order, with the correct headings(See feedback sheet)Every slide needs a sentence of introduction (stating the purpose of the slide) and a summary stating what you have learned and how it will help you to develop your design.Specification points must be justified (explanation given as to why the point has been made)Every picture, photo and scan needs detailed description,(Explain, analyse, inform).Manufacturing Specification must include a cutting list of all the parts needed to make your product with details of size and materials to be used.Photo well as annotating your photos, explain problems you have encountered and solutions you have found, prove to the moderator that you are a good problem solver.Ask for help, your Teacher if you get stuck, don’t wait until the lesson.Get someone (a parent or friend) to read your work and see if it is logical and makes sense.Mr Guinness Coursework Help Sheets : AQA Product Design CAT

9 S.C.A.M.P.E.R.SCAMPERis a checklist that helps you to think of changes you can make to an existing product to create a new one. You can use these changes either as direct suggestions or as starting points for lateral thinking.The changes SCAMPER stands for are:S – Substitute – components, materials, people.C – Combine – mix, combine with other assemblies or services, integrate.A – Adapt – alter, change function, use part of another element.M – Modify – increase or reduce in scale, change shape, modify attributes (e.g. colour).P – Put to another use.E – Eliminate – remove elements, simplify, reduce to core functionality.R – Reverse – turn inside out or upside down, or use Reversal.Mr Guinness Coursework Help Sheets : AQA Product Design CAT

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