Classroom resource

Design and Test a Puzzle

Run a complete puzzle-design project from user need and constraints to prototype, testing and evaluation.

Lesson overview

Suggested time
50–60 minutes
Suitable for
Years 7–10, adaptable for clubs

Learning objectives

  • Write measurable design criteria.
  • Create and refine a prototype.
  • Collect useful user-testing evidence.
  • Evaluate a product against its criteria.

Resources

  • Card, paper, rulers, pencils and permitted cutting tools
  • Design brief sheet
  • Testing observation form

Starter

Give pupils a deliberately poor puzzle: either impossible, trivial or unclear. Ask them to identify whether the problem lies in the object, rules or instructions.

Main activity

  1. Choose a target user and intended difficulty.
  2. Write criteria covering safety, size, durability, number of moves and clarity.
  3. Sketch three concepts before choosing one.
  4. Create a low-cost prototype.
  5. Observe another person attempting it without coaching.
  6. Record where they hesitate, misuse a component or misunderstand the goal.
  7. Refine the design and instructions.

Plenary

Each designer states one change supported by testing evidence rather than personal preference.

Differentiation

Offer templates for a sliding, packing or folding puzzle. Extend by creating CAD files, estimating manufacture cost or designing progressive hints.

Assessment evidence

Design criteria, annotated concepts, prototype photographs, observation notes and an evidence-based evaluation.

Puzzle instruction image