Design an AI assistant experience for a low-risk task: finding local events, understanding club activities or navigating a shop. Design for uncertainty, user control and recovery from mistakes.

A clickable conversational prototype, interaction rules and scenario-test report.
An exhibition or demonstration of the work to an audience, with questions answered and a design rationale given. Each project produces an individual portfolio case-study entry, even when delivery is team-based.
Three 50-minute lessons a week. Checkpoints at weeks 2, 4, 6 and 8 keep every team on track; the teacher guide gives each lesson a starter, a main activity and a plenary.
Lesson-by-lesson sequence illustrative, from the programme arc, until the teacher guide is supplied.
Every lesson in the teacher guide follows the same shape: what students should be able to do by the end, a starter, a main activity, a plenary, and the resources to run it. This one is open to everyone.
Each part has its own criteria and rubric in the teacher guide. Judge students at each checkpoint and at the showcase on the tracker, so the evidence is complete when the project ends.
Students use educator-approved AI tools only. No identifiable personal data about participants is entered into AI tools; consent is obtained for research and publication; AI assistance is recorded alongside students’ own decisions. The teacher guide sets out the tool-approval and data rules for this project.
A 7-day free trial opens one full project for the year group you teach, on screen, and lets you browse the rest, including AI That Helps. A Teacher licence unlocks the downloads: $179 a year for all four year groups, or $17.99 a month for the year group you teach. Next term’s project opens four weeks early so you can plan.
A school email address is required to register.

Work with users of a clubhouse, cafe courtyard, school or community venue to redesign a shared space and how it operates. Balance inclusion, movement, maintenance, resources and a stated budget.

The Year 9 project this one builds on. Create an interactive story for a local landmark, sports club, business or school exhibition. Use a browser-based prototype or optional AR to bring it to life without specialist headsets.

Where this leads in Year 11. Design an AI, spatial or multimodal experience for a local retailer, visitor attraction or club. Make the core interaction testable and distinguish demonstrated features from speculative ones.

The Entrepreneur Hub project taught in the same term. Invent a wearable device and build an investable venture around it, pitched to an investor panel.