Design and technology teaches children how to identify needs, generate ideas and create purposeful products. It combines creativity with practical knowledge, critical thinking and an understanding of how materials, mechanisms, structures, electrical systems and food work.
At Waterloo, children learn that successful design is not simply about making something attractive. A product should have a clear purpose, work effectively and respond to the needs of its intended user.
Our curriculum is designed to develop:
Children experience the complete process of investigating, designing, making and evaluating. They learn that testing, reconsidering and improving are essential parts of successful design.
In Nursery and Reception, the foundations of design and technology are developed through the United Learning Early Years Curriculum. Children investigate materials, construct, join, shape, solve practical problems and explain what they want to make.
From Year 1 to Year 6, children follow Waterloo’s progressive design and technology curriculum. Each year group completes three focused units, including one cooking and nutrition unit.
Across the primary years, children encounter:
In specialist provision, design and technology is taught through carefully selected and adapted Cornerstones projects. Projects provide meaningful contexts for children to construct, prepare food, investigate materials and solve practical problems at an appropriate developmental level.
Our curriculum is aligned with the National Curriculum for design and technology.
| Phase | How learning develops |
|---|---|
| Nursery 2 | Children explore materials using their senses and begin combining, stacking, squeezing, rolling and joining them. They communicate simple ideas about what they want to make and collaborate on constructions. |
| Nursery 3–4 | Children choose materials for a purpose, construct increasingly recognisable objects and begin planning before making. They explore different joining methods and talk about how something might work. |
| Reception | Children construct with a wider range of materials and tools, share and refine ideas, solve problems during making and reflect on whether they achieved their purpose. |
| Years 1 and 2 | Children design purposeful products for themselves and others. They use simple design criteria, drawings, templates and mock-ups; develop basic cutting, joining, textile and food-preparation techniques; and learn about levers, sliders, wheels, axles and freestanding structures. |
| Years 3 and 4 | Children gather information about users, develop design criteria and communicate ideas through annotated sketches, diagrams, pattern pieces, nets and prototypes. They develop greater accuracy and learn about shell structures, textiles, linkages, electrical circuits and food seasonality. |
| Years 5 and 6 | Children conduct more independent research, develop design specifications and consider constraints such as time, resources, cost and sustainability. They work with mechanical systems, frame structures, textiles, electrical systems, computer-aided design and programmable control. |
| Specialist provision | Children develop functional use of materials, tools and processes through adapted Cornerstones projects. Progression is based on prior learning, developmental stage, communication profile and individual next steps. |
The following overview identifies the principal products and technical contexts studied from Year 1 to Year 6.
| Year group | Unit 1 | Unit 2 | Unit 3 |
| Year 1 | Textiles: designing and making puppets | Cooking and nutrition: preparing fruit salad | Mechanisms: sliders and levers within a Titanic moving book |
| Year 2 | Mechanisms: wheels and axles within model vehicles | Cooking and nutrition: healthy fresh-fruit flapjacks | Structures: designing and testing a bridge |
| Year 3 | Shell structures: a fold-away board game | Cooking and nutrition: sandwiches and pitta breads | Textiles: designing and making a pencil case |
| Year 4 | Cooking and nutrition: a pasta dish inspired by Italy | Electrical systems: a functional night light | Mechanisms: levers and linkages within a moving storyboard |
| Year 5 | Cooking and nutrition: making scouse | Mechanical systems: moving toys using cams, pulleys or gears | Textiles: constructing a reusable shopper bag |
| Year 6 | Cooking and nutrition: making chapati bread | Frame structures: designing an air-raid shelter | Electrical systems and programmable control: designing a functional model |
Each unit has a defined technical focus. Other curriculum links provide a context, but design and technology retains its own knowledge, vocabulary and design process.
Children begin by exploring how materials behave and what they can do with them.
They learn to:
Planned experiences may include junk modelling, collaborative construction, simple decorations, models and structures such as a bug hotel.
These experiences develop more than general creativity. Adults draw attention to purpose, materials, joining, stability and improvement so that children begin to think as designers and makers.
In Reception, children develop greater independence and intentionality.
They learn to:
Children encounter these ideas through explicit teaching, continuous provision, stories, classroom projects and practical challenges. By the end of Reception, they have developed the vocabulary, motor control and problem-solving habits needed for the Year 1 curriculum.
Design and technology is organised around a connected process. The stages may overlap, and children may return to an earlier stage when testing reveals a problem.
Children examine existing products and consider:
As children progress, they investigate who designed and manufactured products and consider issues such as innovation, cost, sustainability and fitness for purpose.
Children generate and communicate ideas in increasingly sophisticated ways.
These may include:
Children are taught to design for a purpose and an intended user. They consider what the product must do before deciding what it should look like.
Children learn to select and use appropriate tools, materials and components.
They progressively develop the ability to:
Teachers explicitly demonstrate the techniques needed for each product. Children have opportunities to practise important component skills before applying them independently.
Evaluation takes place throughout the process—not only after a product is completed.
Children learn to:
A product that does not work immediately can provide valuable evidence. Children are taught to identify the problem, apply their technical knowledge and improve their design.
Children learn that structures must be stable and appropriately strong.
Their knowledge develops from stacking and joining materials in the Early Years to:
Children investigate how movement can be created and controlled.
They progress from:
Children apply this knowledge when designing products in which movement has a clear function.
Children learn how fabric products are designed, shaped and joined.
They progressively learn to:
Children apply knowledge from science and computing when developing electrical products.
They learn to:
The scientific or computing knowledge is revisited where necessary, but the D&T focus remains on using it to create a purposeful product for a user.
Children use appropriate digital tools to communicate and develop ideas.
As they progress, they may use technology to:
Digital tools complement drawing, modelling and prototyping rather than replacing them.
Cooking and nutrition is an important and practical part of the D&T curriculum.
Children prepare food in every year from Year 1 to Year 6. Across these units, they develop knowledge of:
Practical techniques develop progressively and may include:
Food preparation is taught with careful attention to hygiene, allergens, safe equipment use and appropriate adult supervision.
Children learn that food technology is more than following a recipe. They consider the needs and preferences of the intended consumer, the nutritional qualities of the dish, its ingredients and how it might be adapted.
Each project begins with a purposeful design challenge. Children know what they are creating, why it is needed and who might use it.
This prevents practical work from becoming a disconnected craft activity.
Before designing a product, children need sufficient technical knowledge to make informed decisions.
For example, children designing a bridge need to understand stability and reinforcement. Children creating a moving product need to understand the mechanism that will produce the intended movement.
Children handle, observe and analyse relevant products before developing their own ideas.
Teachers help them notice:
This provides children with a repertoire of possible solutions without requiring them to copy a single model.
Teachers demonstrate tools and processes clearly. Complex techniques are broken into manageable steps and important safety routines are taught directly.
Children practise techniques before being expected to use them independently within a finished product.
Children are given appropriately structured choices about materials, components, shape, construction and finish.
A common design brief may lead to different successful outcomes. Teachers provide the knowledge and constraints needed for success while preserving meaningful pupil decision-making.
Children are encouraged to test ideas and prototypes before completing a final product.
They learn that designers often return to earlier decisions, modify dimensions, change a material or improve a mechanism in response to evidence.
D&T has a precise and increasingly technical vocabulary.
Depending on the project, children learn terms such as:
As a Voice 21 Oracy School, Waterloo deliberately plans opportunities for children to:
Talk enables children to test and clarify their thinking before and during practical work.
Children learn that design and technology shape everyday life.
They encounter examples from food production, textiles, architecture, transport, engineering, electronics and digital technology. Designers, engineers, inventors and manufacturers are introduced where their work helps children understand how a product, process or technology was developed.
Our local area provides meaningful contexts including:
These contexts help children recognise design and technology within the places, products and communities they know.
Representation is considered carefully so that children encounter contributions from people of different backgrounds, cultures and periods. We want every child to see designing, engineering, construction, food technology and digital innovation as fields in which they can participate.
Children in specialist provision share the same entitlement to investigate, design, make and evaluate.
D&T is taught through carefully selected and adapted Cornerstones projects. Some classes encounter early design concepts through broad projects linked to familiar experiences, animals, seasons, stories and communities. Other classes apply D&T within more explicitly historical and geographical projects.
Depending on their developmental stage, children may learn to:
Adaptations may include:
Sensory and practical experiences are connected to a D&T purpose. Handling materials is developed towards choosing, joining, constructing, preparing, solving, testing and evaluating.
Cornerstones projects are reviewed annually to ensure appropriate curriculum breadth and meaningful connections with the wider Waterloo curriculum.
Progression does not depend on repeating the same project. Teachers assess children’s prior knowledge, practical control, communication and independence, identify individual next steps and use changing project contexts to revisit and extend learning.
D&T can create barriers relating to motor control, sensory processing, communication, vision, physical access, attention and previous practical experience.
Teachers anticipate these barriers and may provide:
Adaptation should enable children to participate in the genuine design process. Adults may provide physical or organisational support, but the child should retain meaningful ownership of the decisions and product wherever possible.
Assessment identifies how children’s design thinking, technical knowledge and practical control are developing.
Teachers draw evidence from:
Teachers consider whether children can:
A polished final product does not by itself demonstrate strong D&T learning. Equally, a product that contains an imperfection may demonstrate excellent design thinking if the child can identify the issue, explain its cause and propose an effective improvement.
In specialist provision, progress may also be demonstrated through increased attention, intentional action, choice, control, sequencing, communication, independence or successful application of a familiar process in a different context.
Our D&T curriculum is successful when children:
Above all, we want children to understand that design and technology gives them the power to improve things. Through knowledge, imagination, careful making and critical evaluation, they can turn an idea into a purposeful solution.