Design and Technology is an inspiring, rigorous and practical subject encouraging students to learn to think and intervene creatively to solve problems both as individuals and as members of a team. At Shotton Hall, we encourage students to use their creativity and imagination, to design and make products that solve real and relevant problems within a variety of contexts, considering their own and others’ needs, wants and values. We aim to, wherever possible, link work to other disciplines such as mathematics, science, engineering, computing and art. The students are also given opportunities to reflect upon and evaluate past and present design technology, its uses and its effectiveness and are encouraged to become innovators and risk-takers.

Through a variety of creative and practical activities, we teach the knowledge, understanding and skills needed to engage in an iterative process of designing and making. The students design and create products that consider function and purpose and which are relevant to a range of sectors (for example, the home, school, leisure, culture, enterprise, industry and the wider environment). 

When designing and making, the students are taught to: 

• use research and develop design criteria to inform the design of innovative, functional, appealing products that are fit for purpose, aimed at individuals or groups. 
• generate, develop, model and communicate their ideas through discussion, annotated sketches, cross-sectional diagrams, prototypes, pattern pieces and computer-aided design. 

• select from and use a wider range of tools and equipment to perform practical tasks (for example, cutting, shaping, joining and finishing accurately. 
• select from and use a wider range of materials and components, including construction materials, textiles according to their functional properties, aesthetic qualities. 

• investigate and analyse a range of existing products. 
• evaluate their ideas and products against their own design criteria and consider the views of others to improve their work. 
• understand how key events and individuals in design and technology have helped shape the world. 

Technical knowledge: 
• apply their understanding of how to strengthen, stiffen and reinforce more complex structures. 
• understand and use mechanical systems in their products. 
• understand and use electrical systems in their products. 
• apply their understanding of computing to program, monitor and control their products.
Children learn how to take risks, becoming resourceful, innovative, enterprising and capable citizens. Through the evaluation of past and present design and technology, they develop a critical understanding of its impact on daily life and the wider world. High-quality design and technology education makes an essential contribution to the creativity, culture, wealth and well-being of the nation. 

Curriculum information


Year group 




Year 7 

  • Construction lines 

  • Grid method 

  • Colour, tone and texture 

  • Oblique – products 

  • rendering 

  • CAD/CAM 

  • Timbers 

  • Papers and Boards 

  • Packaging 

  • Product Analysis 

  • Design Specification 

Year 8 

  • Isometric Sketching 

  • Render and shading 

  • Timbers 

  • Polymers 

  • Papers and boards 

  • CAD/CAM 

  • Health & Safety 

  • Tools & Machinery 

  • Smart Materials 

Year 9 

  • Design brief 

  • Research & exploration 

  • Manufacturing equipment 

  • Design ideas 

  • Initial design ideas 

  • Prototyping 

  • Final designs 

  • Engineering/orthographic drawings.  

  • CAD 

  • Production plan 

  • Manufacturing 

  • Testing & feedback. 


Year 10 


  • The design cycle 

  • The relationship between design brief and specification. 

  • Product safety. 

  • User requirements 

  • Product requirements. 

  • Durability, resilience and tolerances 

  • Scales of production. 

  • Manufacturing processes 

  • Standard & pre-manufactured components 

  • Production costs 

  • Safeguards and legislation 

  • Market pull/technology push 

  • Market trends 

  • Legislative design & requirements 

  • Sustainability 

  • End of life 

  • Environment 

  • New and emerging materials & technologies. 

Year 11 

  • NEA brief/coursework 

  • Impact of new and emerging technologies. 

  • Carbon footprint 

  • Fairtrade policies 

  • Sustainability 

  • Product legislation 

  • Renewable and non-renewable energy sources. 

  • Designers. 

  • Manufacturing processes. 

  • CAD/CAM 

  • In-depth revision of materials including heat treatments, manufacturing methods and sources. 

  • Ferrous and non-ferrous metals, 

  • Thermoforming and thermosetting polymers, 

  • Papers and boards, 

  • Smart materials, and natural and manufactured timber. 

  • Adhesives & fixings. 

  • Surface finishes and treatments. 

  • Energy sources. 

  • Polymers - sources and surface finishes, strengths and weaknesses, stock forms. 

  • Smart materials - types and uses, aesthetic and functional qualities. 

  • Papers and boards – stock forms, textures and finishes, GSM & microns. 

  • Natural and manufactured timbers – aesthetic qualities, natural woods, manmade boards, sources & characteristics. 

  • Metals - Sources and stock forms, impact on the environment & sustainability factors. 

  • Scales of production. 

Learning about a range of materials and creating products after designing them is amazing.
Year 7 student
In tech, we explore different design problems and use creative ways to solve them.
Year 8 student