Insights
Apr 4, 2025

Inspiring young designers, one workshop at a time

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People & Culture

STEM (Science, Technology, Engineering, and Math) is all about understanding how the world works, solving problems, and building things that can shape the future. 

But despite the exciting possibilities these fields offer, women still remain underrepresented in STEM—especially in areas like engineering, physics, and computer science. In the UK, women make up just 31% of core STEM students in higher education, and only a little over a quarter of the STEM workforce. The gender gap is significant, and it starts early on in the education system.

So, when my son’s primary school asked for parents working in STEM to come in and speak, I jumped at the opportunity! If sharing my experience could spark even one girl’s interest, and help her to imagine herself designing an incredible piece of technology one day, then it definitely felt like a moment worth showing up for.

A classroom full of pupils filling out their User Profiles worksheets.

Show them the possibilities

The talk I gave was based on a hands-on workshop that walked the pupils through the four key phases of the design process I experience as a Digital Product Designer: Discover, Define, Develop, and Deliver.

We explored what each stage involves, breaking down the terminology and discussing the types of tasks designers tackle throughout a project—from researching user needs to creating early concepts and high-fidelity wireframes. After discussing which apps they (or their adults) like to use, I brought the workshop to life, by setting them a challenge: design their very own app. 

A slide showing the stages a Digital Product Designer experiences during a project.

We kicked off by identifying their key user, really encouraging them to think about who they were designing for and how it would benefit them. From here, they created user profiles (name, age, job, geography & interests) to help guide their ideas, which then became the foundation for sketching out some wireframes of their mobile app concepts. This was a brilliant way to highlight how great design always starts with understanding your users first.

As I spoke with the pupils about their app ideas and the thinking behind them, I was met with eager, curious faces ready to learn. And what struck me most was the creativity they brought to solving real problems, with some of their ideas truly feeling like they could easily become successful products.

One pupil, inspired by their dad’s love of birdwatching, designed a simple but thoughtful app that allowed users to track and log bird sightings. It included a bird library where they could tick off species they’d spotted together and record where each sighting happened. The idea even included a shared map, helping other bird enthusiasts find where certain birds had been logged and seen.

Another student created an app designed to help their teacher handle angry or upset students. It featured a news feed with tips and tricks shared by other teachers, plus a video section for quick, on-the-go learning. Their teacher absolutely loved the idea—and was already imagining how useful it would be in the classroom!

Completed worksheets showcasing different user profiles and app designs.
Examples of how pupils used their user profiles worksheets to help them design an app

Beyond the classroom

At the end of each workshop, the teacher asked their class if they could see themselves as app designers one day—and each time, I was met with a loud, enthusiastic yes. Whether or not I sparked the next generation of Digital Product Designers, I walked away feeling inspired myself. It was a brilliant reminder that great ideas can come from anywhere and anyone—and sometimes, seeing things through fresh eyes is exactly what we need.

Taking time out to do workshops like these means more than just a few hours of creative play for the pupils. By showing children, and especially young girls, that design is accessible, creative, and transformative, we can challenge the current narrative of underrepresentation in STEM fields. It's not good enough to simply tell pupils that design is an option. If we don't show them and provide the right tools for them to succeed, that pathway remains closed. Whether they choose to pursue it or not is up to them, but what matters is that they know it exists.

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