UNIVERSITY OF SOUTH AFRICA (UNISA)
College of Education
⋄
Technology Education
Assignment 3 — Semester 2, 2026
⋄
Module Code: NST2602
Module Name: Technology Education
Assignment No.: Assignment 3
Due Date: 25 August 2026
Semester: Semester 2, 2026
Submitted in partial fulfilment of the requirements for NST2602
at the University of South Africa.
,UNISA | NST2602 Technology Education
Question 1: The Design Process as a Problem-Solving Framework
The design process is the organising structure of Technology Education, converting an open-
ended human need into a workable solution through a recognisable, though not strictly linear,
sequence of investigation, design, making, evaluation, and communication. In the South
African CAPS curriculum, this process is not treated as a rigid recipe of sequential steps
but as an iterative cycle that learners revisit as new information emerges, which is precisely
what gives it explanatory power as a problem-solving framework: it forces the learner to keep
returning to the human need at the centre of the task rather than settling prematurely on the
first workable idea (Department of Basic Education, 2011).
1.1 The Design Process Explained
The Investigate phase requires learners to research the context, the users, and existing
solutions before any idea is proposed, establishing design specifications and constraints
grounded in evidence rather than assumption. The Design phase generates and evaluates
multiple possible solutions against those specifications, typically expressed through freehand
sketches, orthographic or isometric drawings, and a mock-up or model. The Make phase
translates the chosen design into a physical or working artefact, requiring learners to select
appropriate tools, materials, and joining techniques. The Evaluate phase tests the artefact
against the original specifications, and Communicate requires learners to present and justify
the solution to an audience, often the class or an assessor (Department of Basic Education,
2011).
Research into how South African teachers actually apply this cycle shows a persistent ten-
sion between the linear representation many teachers were trained on and the recursive, non-
linear approach now called for in CAPS, which has produced real uncertainty in classroom
practice because the shift from a linear to a non-linear design process has led to confusion
among technology teachers about how the process should be taught (University of KwaZulu-
Natal Research Repository, 2014). This matters directly for the question of effectiveness: a
framework is only as strong as teachers’ capacity to apply it, and where pedagogical con-
tent knowledge is uneven, the design process risks being reduced to a checklist of headings
rather than a genuine problem-solving cycle. Teachers’ understanding of the design process
is shaped by their qualifications, pedagogical content knowledge, prior teaching experience,
and the level of support available within the school (University of KwaZulu-Natal Research
Page 1 of 16
, UNISA | NST2602 Technology Education
Repository, 2014), which means the effectiveness of the framework in any given classroom
depends as much on teacher preparation as on the design of the curriculum document itself.
1.2 A Practical Example
Consider a Grade 8 class tasked with designing a simple storage shelf for household use,
a common structures topic within the CAPS technology curriculum. During investigation,
learners interview family members about what needs to be stored and measure the available
wall space, producing a specification: the shelf must hold at least 15 kg, fit a 600 mm by 300
mm footprint, and be built from offcut timber available at the school workshop. In the de-
sign phase, learners sketch three alternative shelf structures, a triangulated bracket shelf, a
ladder-frame shelf, and a cantilevered shelf, and test each conceptually against the load spec-
ification using simple force diagrams. During making, learners cut, join, and finish the chosen
structure, encountering practical constraints, such as a saw blade that will not cut a clean
right angle, that were invisible on paper. Evaluation against the original specification (does
it hold 15 kg without flexing, does it fit the wall space) frequently sends learners back to the
design or even the investigation stage when the artefact fails a test, illustrating the non-linear,
iterative character of the process rather than a simple five-step march to completion. Commu-
nication closes the cycle when learners present their shelf and justify design decisions with
reference to the load calculations and material choices made earlier.
This example demonstrates the strength of the design process as a problem-solving frame-
work: it disciplines creativity with evidence and testing, and it makes visible, at every stage,
the connection between a human need and a technological response. Its weakness, evident
in the same example, is that it is time- and resource-intensive, and depends on the teacher’s
skill in guiding learners back through earlier phases rather than allowing them to treat each
stage as a box to be ticked once and left behind.
Page 2 of 16
College of Education
⋄
Technology Education
Assignment 3 — Semester 2, 2026
⋄
Module Code: NST2602
Module Name: Technology Education
Assignment No.: Assignment 3
Due Date: 25 August 2026
Semester: Semester 2, 2026
Submitted in partial fulfilment of the requirements for NST2602
at the University of South Africa.
,UNISA | NST2602 Technology Education
Question 1: The Design Process as a Problem-Solving Framework
The design process is the organising structure of Technology Education, converting an open-
ended human need into a workable solution through a recognisable, though not strictly linear,
sequence of investigation, design, making, evaluation, and communication. In the South
African CAPS curriculum, this process is not treated as a rigid recipe of sequential steps
but as an iterative cycle that learners revisit as new information emerges, which is precisely
what gives it explanatory power as a problem-solving framework: it forces the learner to keep
returning to the human need at the centre of the task rather than settling prematurely on the
first workable idea (Department of Basic Education, 2011).
1.1 The Design Process Explained
The Investigate phase requires learners to research the context, the users, and existing
solutions before any idea is proposed, establishing design specifications and constraints
grounded in evidence rather than assumption. The Design phase generates and evaluates
multiple possible solutions against those specifications, typically expressed through freehand
sketches, orthographic or isometric drawings, and a mock-up or model. The Make phase
translates the chosen design into a physical or working artefact, requiring learners to select
appropriate tools, materials, and joining techniques. The Evaluate phase tests the artefact
against the original specifications, and Communicate requires learners to present and justify
the solution to an audience, often the class or an assessor (Department of Basic Education,
2011).
Research into how South African teachers actually apply this cycle shows a persistent ten-
sion between the linear representation many teachers were trained on and the recursive, non-
linear approach now called for in CAPS, which has produced real uncertainty in classroom
practice because the shift from a linear to a non-linear design process has led to confusion
among technology teachers about how the process should be taught (University of KwaZulu-
Natal Research Repository, 2014). This matters directly for the question of effectiveness: a
framework is only as strong as teachers’ capacity to apply it, and where pedagogical con-
tent knowledge is uneven, the design process risks being reduced to a checklist of headings
rather than a genuine problem-solving cycle. Teachers’ understanding of the design process
is shaped by their qualifications, pedagogical content knowledge, prior teaching experience,
and the level of support available within the school (University of KwaZulu-Natal Research
Page 1 of 16
, UNISA | NST2602 Technology Education
Repository, 2014), which means the effectiveness of the framework in any given classroom
depends as much on teacher preparation as on the design of the curriculum document itself.
1.2 A Practical Example
Consider a Grade 8 class tasked with designing a simple storage shelf for household use,
a common structures topic within the CAPS technology curriculum. During investigation,
learners interview family members about what needs to be stored and measure the available
wall space, producing a specification: the shelf must hold at least 15 kg, fit a 600 mm by 300
mm footprint, and be built from offcut timber available at the school workshop. In the de-
sign phase, learners sketch three alternative shelf structures, a triangulated bracket shelf, a
ladder-frame shelf, and a cantilevered shelf, and test each conceptually against the load spec-
ification using simple force diagrams. During making, learners cut, join, and finish the chosen
structure, encountering practical constraints, such as a saw blade that will not cut a clean
right angle, that were invisible on paper. Evaluation against the original specification (does
it hold 15 kg without flexing, does it fit the wall space) frequently sends learners back to the
design or even the investigation stage when the artefact fails a test, illustrating the non-linear,
iterative character of the process rather than a simple five-step march to completion. Commu-
nication closes the cycle when learners present their shelf and justify design decisions with
reference to the load calculations and material choices made earlier.
This example demonstrates the strength of the design process as a problem-solving frame-
work: it disciplines creativity with evidence and testing, and it makes visible, at every stage,
the connection between a human need and a technological response. Its weakness, evident
in the same example, is that it is time- and resource-intensive, and depends on the teacher’s
skill in guiding learners back through earlier phases rather than allowing them to treat each
stage as a box to be ticked once and left behind.
Page 2 of 16