The creative process · Level 5

Fail & Fix

6 cards · 4 quiz · 0 exam
What you're learning in this topic

Learning intention WALT

We are learning about fail & Fix, specifically to be able to:

  • make quick prototypes to test ideas
  • test with users and record what happened
  • show what we learned and how we improved the idea

Success criteria WILF

  • I can make quick prototypes to test ideas
  • I can test with users and record what happened
  • I can show what I learned and how I improved the idea

Why failing is good

Fail & Fix means testing your ideas early, finding what doesn't work, and improving it. Every failure is information. In this course, showing an idea that didn't work, and what you learned, earns credit.

Prototyping

A prototype is a quick, low-cost version made to test an idea:

  • Sketches and storyboards: test how something will work or flow.
  • Paper and card models: test size, shape and layout.
  • Role-play: act out a service or experience.
  • Digital mock-ups: screens, posters, 3D models.
  • Sample or test pieces: a colour, material or slogan.

Keep prototypes rough. The point is to learn quickly, not to make it perfect.

Testing and feedback

  • Decide what you're testing (e.g. "Will the logo be readable from across the room?").
  • Test with real users where you can, and record what happens: photos, quotes, results.
  • Ask for honest feedback: "What would you change?" is better than "Do you like it?"

Showing the fix

For each test, show: what I tried → what happened → what I learned → what I changed. Then test the improved version. Annotated before-and-after images make this really clear.

Key terms

Fail & FixTesting ideas, learning from what goes wrong, and improving them
PrototypeA quick, low-cost version made to test an idea
StoryboardA sequence of sketches showing how something works or happens
Role-play prototypeActing out a service or experience to test it
Good feedback question"What would you change?" rather than "Do you like it?"
Showing Fail & FixTried → happened → learned → changed

Quick check

1. What is a prototype for?

  1. Selling to customers
  2. Replacing research
  3. Decoration
  4. Testing an idea quickly
Show answer
D: Testing an idea quickly. Prototypes help you learn quickly.

2. Which feedback question is most useful?

  1. What would you change and why?
  2. Is it good enough to hand in?
  3. Do you like it, yes or no?
  4. Is it finished now?
Show answer
A: What would you change and why?. Open questions give useful detail.

3. An idea failed when tested. What should you do?

  1. Hide it so the portfolio looks successful
  2. Show what you learned and how you improved it
  3. Start a completely new project instead
  4. Ignore the test and carry on as planned
Show answer
B: Show what you learned and how you improved it. Fail & Fix credits learning from failure.

4. Which is the quickest way to test the layout of a room design?

  1. Build the room at full size
  2. Write an essay describing it
  3. A card model or sketch plan
  4. Buy the furniture and try it
Show answer
C: A card model or sketch plan. Rough models are fast and low cost.

Printable worksheet

An I do, we do, you do worksheet for this topic, with a separate answer sheet.

Worksheet (PDF)Answers (PDF)