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

An innovative product or service concept built on emerging technology and market trends, validated with real users.
A Concept Showcase: the validated product or service concept is pitched with the user evidence that shaped it.
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 Consumer Tech. 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.

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

The Year 8 project this one builds on. Tell a real young entrepreneur's journey as a storyboard/comic, exploring resilience through the Hero's Journey.

Where this leads in Year 10. Run a real school business — market and sell to real customers, then analyse how it performed.

The Design Futures project taught in the same term. Redesign a product used in sport, shopping or learning for someone with a specific access or usability need. Work from the person’s own feedback rather than assumptions about their abilities.