Lesson Notes By Weeks and Term v4 - JHS 3

PLANNING FOR MAKING ARTEFACTS/PRODUCTS

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Subject: Career Technology

Class: JHS 3

Term: 3rd Term

Week: 8

Grade code: B9.5.3.1.4

Strand code: 5

Sub-strand code: 3

Content standard code: B9.5.3.1

Indicator code: B9.5.3.1.4

Theme: DESIGNING AND MAKING OF ARTEFACTS/PRODUCTS

Subtheme: PLANNING FOR MAKING ARTEFACTS/PRODUCTS

Lesson Video

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Performance objectives

Lesson summary

This lesson focuses on the most critical first step in creating any useful product or artefact: understanding exactly what the user needs. In Ghana, from the tailor sewing a beautiful Kente cloth for a wedding, to the carpenter building a new kitchen cabinet, or even a software developer creating a new app for trotro routes, success depends on getting the user's requirements right. If we don't ask the right questions, we waste time, materials, and effort creating something that nobody wants or can use. This lesson will equip you with the skills to be like a detective, investigating and clarifying needs before you even begin to design or make.

Lesson notes

a) Who is a 'User'? A user (sometimes called a client or customer) is the person or group of people who will interact with or use the product you are making. The product is being made to solve a problem or satisfy a need for them. Example: If you are designing a new school bag, the user is the student who will carry it. Example: If you are making a new signboard for the school canteen, the users are the students and teachers who need to read it. b) What are 'User Requirements'? User requirements are the specific features, functions, and characteristics that a product must have to be successful and meet the user's needs. They are the "must-haves" and "wants" of the user.

We can break requirements into two main types: Needs (Functional Requirements): These are the essential, core functions the product *must* perform. Without these, the product is a failure. *Example (School Bag):* It needs to be able to hold books. It needs to have straps to be carried. Wants (Non-Functional Requirements): These are the qualities that make the product better, more desirable, or easier to use. They often relate to aesthetics (how it looks), quality, and user experience. *Example (School Bag):* The user wants it to be a specific colour (e.g., blue). They want an extra pocket for a water bottle. They want it to be made from waterproof material. c) Why is 'Clarifying' Requirements so Important? "Clarifying" means making something clear and easy to understand by asking detailed questions. Imagine your friend says, "Please make a chair for me." If you just go and make any chair, you might make a tall bar stool when they needed a short dining chair. What a waste!

Clarifying helps you to: Avoid Mistakes: Prevents you from making the wrong product. Save Resources: Saves time, money, and materials (like wood, fabric, or plastic). Ensure User Satisfaction: A happy user is one whose needs have been met perfectly. Improve the Final Product: Often, by asking questions, you help the user think more deeply about what they need, leading to a better final design. d) Methods for Clarifying User Requirements

There are several techniques we can use to gather and clarify information from users. Interviews: This involves having a direct, one-on-one conversation with the user. It's great for getting detailed, in-depth information. You can ask follow-up questions to dig deeper. When to use: When you have one or a few users and need detailed, personal opinions. Example: Sitting down with your mother to ask her exactly what she needs in a new kitchen shelf. Surveys and Questionnaires: This involves creating a list of written questions that can be given to a large group of people. The questions can be multiple-choice or open-ended. When to use: When you need to get information from many users at once. Example: Giving a questionnaire to all JHS 3 students to find out what features they want in a new design for the school's Friday wear. Observation: This involves watching the user in their natural environment to see how they currently perform tasks and what problems they face. Sometimes users don't know how to explain what they need, but you can see it by observing them. When to use: When you want to understand the context of the problem. Example: Watching how students currently store their food during break time to understand the problems you need to solve when designing a new lunch box. e) The '5Ws and 1H' Framework: Your Best Tool