Defining the ProblemActivities & Teaching Strategies
Active learning works for defining problems because young designers need concrete experiences to see why slowing down matters. When students interview real users or analyze problems through structured prompts, they move from vague wishes to clear needs, which research shows leads to more meaningful solutions.
Learning Objectives
- 1Analyze the needs of a specific user group for a given design challenge.
- 2Articulate a clear and concise problem statement based on user research.
- 3Construct measurable success criteria for a proposed design solution.
- 4Justify the importance of user needs in the problem definition stage.
- 5Compare different user needs to identify the most critical problem to solve.
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Inquiry Circle: The User Interview
Students 'interview' a peer or teacher about a daily frustration (e.g., losing their hat). They take notes and then work in pairs to write a 'Problem Statement' that starts with 'How might we...'
Prepare & details
Analyze the needs of the target user for a given problem.
Facilitation Tip: During the Collaborative Investigation, assign clear roles (e.g., interviewer, note-taker) so every student contributes to gathering user insights.
Setup: Groups at tables with access to source materials
Materials: Source material collection, Inquiry cycle worksheet, Question generation protocol, Findings presentation template
Think-Pair-Share: The 5 Whys
The teacher presents a simple problem (e.g., 'The bin is full'). Students work in pairs to ask 'Why?' five times to get to the root cause, helping them see that the first problem isn't always the real one.
Prepare & details
Justify the importance of clearly articulating a problem statement.
Facilitation Tip: When doing the 5 Whys, model how to gently push students to ask 'why' again when answers sound too simple or personal.
Setup: Standard classroom seating; students turn to a neighbor
Materials: Discussion prompt (projected or printed), Optional: recording sheet for pairs
Gallery Walk: Problem Brainstorm
Post large sheets of paper around the room with different 'users' (e.g., a gardener, a pet owner, a librarian). Students walk around and write one problem each of those people might face that technology could solve.
Prepare & details
Construct success criteria for a proposed solution.
Facilitation Tip: For the Gallery Walk, provide sentence stems on posters to help students frame their problem statements during the brainstorm.
Setup: Wall space or tables arranged around room perimeter
Materials: Large paper/poster boards, Markers, Sticky notes for feedback
Teaching This Topic
Approach this topic by making the abstract concrete. Use familiar scenarios first (e.g., 'Why is it hard for someone to tie their shoes?') to demonstrate how many layers a problem has. Avoid rushing to solutions by explicitly teaching that defining the problem is a separate skill from solving it. Research in design education shows that students who practice problem definition early create more thoughtful and effective final products.
What to Expect
Successful learning looks like students articulating a specific user’s need and framing it as a focused problem statement. They should show curiosity about others’ experiences and use evidence from research to support their thinking. Confusion is normal at first, but by the end, they should be able to explain why a well-defined problem matters.
These activities are a starting point. A full mission is the experience.
- Complete facilitation script with teacher dialogue
- Printable student materials, ready for class
- Differentiation strategies for every learner
Watch Out for These Misconceptions
Common MisconceptionDuring the Collaborative Investigation, watch for students who ask closed questions or lead the user toward their own ideas.
What to Teach Instead
Model open-ended questions like 'What makes that part of the activity hard for you?' and have students practice phrasing questions that avoid yes/no answers.
Common MisconceptionDuring the Gallery Walk, watch for students who write problem statements that sound like wishes or assumptions rather than clear needs.
What to Teach Instead
Prompt students to use evidence from their brainstorm notes by asking, 'What did you observe that makes you say this is a problem?'
Assessment Ideas
After the Collaborative Investigation, provide a scenario like 'A student finds it hard to sit still during independent reading.' Ask students to write: 1. Who is the target user? 2. What is one specific user need you learned from your interview? 3. Write a problem statement based on that need.
During the Gallery Walk, circulate and listen for groups to explain who their user is and what problem they are trying to solve. Ask, 'How did your brainstorm help you define the problem more clearly?'
After the 5 Whys activity, ask students to list the five 'whys' they uncovered for their initial problem. Then have them circle the last 'why' and write one sentence explaining how it changes their understanding of the problem.
Extensions & Scaffolding
- Challenge a student who finishes early to write a problem statement for a new scenario they invent, using the '5 Whys' structure.
- Scaffolding: Provide sentence frames for problem statements during the Gallery Walk, such as 'My user struggles with ____, so I want to help them ____ because ____.'
- Deeper exploration: After the Collaborative Investigation, have students compare their interview notes and identify the strongest user need to refine their problem statement together.
Key Vocabulary
| User Needs | The requirements, desires, and challenges that a specific person or group experiences, which a design aims to address. |
| Problem Statement | A clear, concise description of the issue that needs to be solved, focusing on the user and their specific challenge. |
| Target User | The specific person or group of people for whom a product, service, or system is being designed. |
| Success Criteria | Specific, measurable conditions that a solution must meet to be considered effective and successful. |
Suggested Methodologies
More in The Designer's Studio
Empathizing with Users
Students conduct simple interviews and observations to understand user perspectives and challenges.
2 methodologies
Brainstorming Solutions
Generating a wide range of creative ideas to address the defined problem.
2 methodologies
Prototyping Ideas
Creating low fidelity models to test early concepts and gather feedback.
2 methodologies
Sketching and Storyboarding
Students use sketches and storyboards to visualize their ideas and plan the user experience.
2 methodologies
Building Simple Models
Students create physical or digital low-fidelity models to represent their design concepts.
2 methodologies
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