Curriculum

Thirty-two projects. Four years. Two subjects.

One ten-week project each term, from a first digital product at thirteen to a launch-ready venture or a portfolio-ready design at seventeen. Every project has a full teacher guide, thirty lessons, and assessment built in.

01
Entrepreneur HubThe Entrepreneurship strand: 16 projects from a first digital product at 13 to a launch-ready venture at 17. Live now.Projects cover Generative AI · Sustainability · Consumer Tech · Creator Economy
02
Design FuturesThe Creative Design strand: 16 projects in design thinking, making and iteration, from tactile prototypes to digital products.Projects cover Brand Communications · Human-Centred Design · Digital Experiences · Spaces & Systems
Both subjects Entrepreneur Hub Design Futures
All years Year 8 · 13–14 Year 9 · 14–15 Year 10 · 15–16 Year 11 · 16–17
Y8 · 13–14 · Entrepreneur Hub

Digital Product Creation

Find an opportunity and create a simple, sellable digital product, launched and pitched at Demo Day.

10 weeks · 30 lessons · Consumer Tech
Y8 · 13–14 · Entrepreneur Hub

Entrepreneurial Storyboard

Tell a real young entrepreneur’s journey as a storyboard or comic, exploring resilience through the Hero’s Journey.

10 weeks · 30 lessons · Storytelling
Y8 · 13–14 · Entrepreneur Hub

Understanding Money

Design and build a playable money game teaching the five money moves: earn, spend, save, invest, manage risk.

10 weeks · 30 lessons · Financial literacy
Y8 · 13–14 · Entrepreneur Hub

Make an Impact

Research a real community problem and test a social-enterprise solution with real people.

10 weeks · 30 lessons · Social enterprise
Y9 · 14–15 · Entrepreneur Hub

AI for Innovation

Use AI tools responsibly to design and build an AI-powered solution, with critical thinking about accuracy, bias and ethics.

10 weeks · 30 lessons · Generative AI
Y9 · 14–15 · Entrepreneur Hub

Consumer Tech

Read emerging tech and market trends to design an innovative product or service concept, validated with real users.

10 weeks · 30 lessons · Consumer Tech
Y9 · 14–15 · Entrepreneur Hub

Sustainability

Design a sustainable, ethical business concept using triple-bottom-line thinking: planet, people, profit.

10 weeks · 30 lessons · Sustainability
Y9 · 14–15 · Entrepreneur Hub

Build Your Brand

Build an authentic personal brand and content portfolio in the creator economy, and grow a real audience.

10 weeks · 30 lessons · Creator Economy
Free sample
Y10 · 15–16 · Entrepreneur Hub

AI in the Community

Build a working AI-powered solution to a real local problem, pilot it with the community, and prove its impact.

10 weeks · 30 lessons · Generative AI
Y10 · 15–16 · Entrepreneur Hub

Open for Business

Run a real school business: market and sell to real customers, then analyse how it performed.

10 weeks · 30 lessons · Real trading
Y10 · 15–16 · Entrepreneur Hub

On the Pulse

Invent a wearable device and build an investable venture around it, pitched to an investor panel.

10 weeks · 30 lessons · Consumer Tech
Y10 · 15–16 · Entrepreneur Hub

Spread the Word

Plan, create and run a real social-media campaign for a healthy cause, then measure its reach.

10 weeks · 30 lessons · Creator Economy
Y11 · 16–17 · Entrepreneur Hub

Scalable Startup

Develop a scalable startup with a real business plan and a funding pitch to investors.

10 weeks · 30 lessons · Venture
Y11 · 16–17 · Entrepreneur Hub

Micro-Enterprise

Run a freelance or micro-enterprise that trades for actual income.

10 weeks · 30 lessons · Real trading
Y11 · 16–17 · Entrepreneur Hub

Data-Driven Venture

Use data and analytics to identify, design and test a solution to a real problem.

10 weeks · 30 lessons · Data & AI
Y11 · 16–17 · Entrepreneur Hub

Capstone Social Enterprise

Build and pitch a capstone social enterprise to genuine external stakeholders.

10 weeks · 30 lessons · Social enterprise
Y8 · 13–14 · Design Futures

Make Your Mark

Create a visual identity for a junior sports team, school club or neighbourhood event, then test whether it communicates the intended message.

10 weeks · 30 lessons · Brand Communications
Y8 · 13–14 · Design Futures

Everyday, Better

Observe an everyday routine and redesign one object to make it easier to use, from interviews and sketches to a low-cost physical prototype.

10 weeks · 30 lessons · Human-Centred Design
Y8 · 13–14 · Design Futures

Tap Into It

Design an app experience for finding local activities or joining a school event. Build and test a clickable prototype around one clear task; no coding required.

10 weeks · 30 lessons · Digital Experiences
Y8 · 13–14 · Design Futures

A Place to Belong

Reimagine a corner of a school, library, clubhouse or community centre as an inclusive place to meet or relax: movement, comfort, materials and sharing.

10 weeks · 30 lessons · Spaces & Systems
Y9 · 14–15 · Design Futures

Change the Message

Design a campaign for a local cause using visual storytelling and AI-assisted experimentation to develop a clear, responsible message.

10 weeks · 30 lessons · Brand Communications
Y9 · 14–15 · Design Futures

Designed for More

Redesign a product used in sport, shopping or learning for someone with a specific access need, working from their own feedback, not assumptions.

10 weeks · 30 lessons · Human-Centred Design
Y9 · 14–15 · Design Futures

Beyond the Screen

Create an interactive story for a local landmark, club, business or school exhibition, in the browser or with optional AR.

10 weeks · 30 lessons · Digital Experiences
Y9 · 14–15 · Design Futures

Nothing Wasted

Redesign how a local market, tournament or school fair handles materials and waste: layout alongside borrowing, reuse, return and collection.

10 weeks · 30 lessons · Spaces & Systems
Y10 · 15–16 · Design Futures

Brand in the Real World

Respond to a brief from a local business, club or community group. Refresh its visual identity and create a campaign that works within real constraints.

10 weeks · 30 lessons · Brand Communications
Y10 · 15–16 · Design Futures

Make the Service Work

Improve a service such as cafe collection, club registration or equipment borrowing, across people, processes and touchpoints.

10 weeks · 30 lessons · Human-Centred Design
Y10 · 15–16 · Design Futures

AI That Helps

Design an AI assistant experience for a low-risk task, designing for uncertainty, user control and recovery from mistakes.

10 weeks · 30 lessons · Digital Experiences
Y10 · 15–16 · Design Futures

Shared Space, Smarter

Work with users of a shared venue to redesign the space and how it operates, balancing inclusion, movement, maintenance and a stated budget.

10 weeks · 30 lessons · Spaces & Systems
Y11 · 16–17 · Design Futures

Creative Direction

Lead a campaign for a local launch, membership drive or festival to a real or externally reviewed brief, using AI selectively while retaining authorship.

10 weeks · 30 lessons · Brand Communications
Y11 · 16–17 · Design Futures

Designed for Real Life

Develop a product or service with a local partner: verify a need, narrow the brief to one achievable outcome, refine through repeated testing.

10 weeks · 30 lessons · Human-Centred Design
Y11 · 16–17 · Design Futures

The Next Interface

Design an AI, spatial or multimodal experience for a local retailer, attraction or club, with the core interaction made testable.

10 weeks · 30 lessons · Digital Experiences
Y11 · 16–17 · Design Futures

Future Neighbourhood

Design a proposal for a local high-street pocket, sports precinct or community hub, connecting the space to one supporting system.

10 weeks · 30 lessons · Spaces & Systems
Curriculum alignment

Benchmarked to the frameworks you report against.

Every project is mapped to the frameworks below and adapted by the curriculum team for the stream you teach in. Criterion-level references are in each project’s teacher guide and standards mapping.

Entrepreneur Hub
Secondary SubjectEntreComp (European Union entrepreneurship competence framework) · CEE (Council for Economic Education, United States) · ACARA v9 (Australia)
CambridgeAdapted to Cambridge Global Perspectives: research, source evaluation and academic writing
IBAdapted to IB MYP Design, ages 13–16
Design Futures
Secondary SubjectNCAS Visual and Media Arts (United States) · ACARA v9 Design and Technologies, Visual and Media Arts (Australia) · KS3 and GCSE Design & Technology and Art & Design (United Kingdom)
CambridgeAdapted to IGCSE Design & Technology and Art & Design
IBAdapted to IB MYP Design, ages 13–16

Try one project free, in full.

AI in the Community, Year 10: ten weeks, thirty lessons, the teacher guide, student materials and the assessment rubric. A school email address is all it takes.