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Technologies · Year 6

Active learning ideas

Introduction to User Interface (UI) Design

Active learning works here because students need to see UI design in action, not just read about it. When they analyze real apps, build prototypes, and test with peers, they connect theory to the tangible experience of using digital tools.

ACARA Content DescriptionsAC9TDI6P03AC9TDI6P05
25–45 minPairs → Whole Class4 activities

Activity 01

Project-Based Learning30 min · Pairs

Pairs Critique: Everyday App Analysis

Pairs select a familiar app screenshot or device screen. They label UI elements like buttons and menus, then note how each guides user actions. Pairs share one effective feature and one suggested change with the class.

Analyze how different UI elements guide a user's interaction with a program.

Facilitation TipDuring Pairs Critique, circulate and prompt students to explain why they think certain colors or layouts work better than others.

What to look forProvide students with a simple sketch of a mobile app screen. Ask them to identify two UI elements and explain what action each element is intended to trigger. Then, ask them to suggest one change to improve the user flow for a specific task.

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Activity 02

Project-Based Learning45 min · Small Groups

Small Groups: Paper Prototype Challenge

Groups sketch three screens for a simple quiz app, mapping user flow from start to results. They add labels for buttons and navigation. Groups swap prototypes to test and note confusions.

Compare the user experience of a well-designed interface versus a poorly designed one.

Facilitation TipWhen running the Paper Prototype Challenge, demonstrate how to use sticky notes to represent buttons and menus before students start building.

What to look forStudents work in pairs to sketch a simple wireframe for a new feature in a familiar app (e.g., adding a 'favorites' button to a news app). They then swap wireframes and provide feedback using prompts: 'Is the user flow clear for this task?' and 'Are the UI elements intuitive?'

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Activity 03

Project-Based Learning35 min · Whole Class

Whole Class: Usability Walkthrough

Class co-creates a large poster of an app interface for a game. Students take turns acting as users to navigate it verbally. The class discusses fixes based on observed issues.

Design a simple interface for a mobile application, considering user flow.

Facilitation TipIn the Usability Walkthrough, assign specific roles like ‘user’ and ‘observer’ to ensure all students participate in testing and feedback.

What to look forPresent students with two versions of the same app screen, one with a clear layout and intuitive elements, the other cluttered and confusing. Ask students to write down which version they prefer and list two specific reasons why, referencing UI elements and user experience.

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Activity 04

Project-Based Learning25 min · Individual

Individual: Iteration Station

Each student draws an initial login screen, then revises it twice based on a checklist of UI principles. They self-assess improvements in clarity and flow before sharing digitally or on paper.

Analyze how different UI elements guide a user's interaction with a program.

Facilitation TipAt Iteration Station, show students how to compare their first and second drafts side by side to highlight improvements.

What to look forProvide students with a simple sketch of a mobile app screen. Ask them to identify two UI elements and explain what action each element is intended to trigger. Then, ask them to suggest one change to improve the user flow for a specific task.

ApplyAnalyzeEvaluateCreateSelf-ManagementRelationship SkillsDecision-Making
Generate Complete Lesson

A few notes on teaching this unit

Teaching UI design benefits from a hands-on, iterative approach. Students learn best by doing, so avoid long lectures about theory. Instead, model how to test assumptions by observing peers interact with their designs. Research shows that students grasp concepts like hierarchy and feedback loops more deeply when they experience confusion and then revise.

Successful students will recognize UI elements in everyday apps, explain their purpose, and revise designs based on user feedback. They will show growing awareness of how visual clarity and navigation shape user experience.


Watch Out for These Misconceptions

  • During Pairs Critique, watch for students who praise designs simply because they ‘look nice’ rather than because they are functional.

    Guide students to focus on how elements support user tasks by asking, ‘Does this button color stand out because it’s important or just because it’s bright?’

  • During Paper Prototype Challenge, watch for students who add many decorative elements without considering how they affect navigation.

    Ask students to remove one element at a time and test whether the prototype still works, showing how simplicity improves usability.

  • During Usability Walkthrough, watch for students who assume all users will interact with the app the same way.

    Assign different user scenarios (e.g., a user with limited motor skills) and ask students to redesign the prototype to accommodate these needs.


Methods used in this brief