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ComputingDesigning Digital SolutionsAges 10–12

Designing a user interface

Design a user interface for a digital system — the layout of screens, buttons, menus and navigation — applying principles such as consistency, readability and accessibility for the intended users

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1858 concepts · 9 subjects

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Designing a user interface means practising the idea at the table with a simple screen-free or sandbox check. We will demo once, then your child tries.

Materials: Device photo cards or a labeled computer sketch; Sticky notes for part names. 1. Say the goal of Designing a user interface in plain words once. 2. Adult points to one part (input/output/storage/processor) and names its job. 3. Child labels three parts and says the job of each in plain words. 4. Fresh check: one fresh part-and-job match. Record and stop. Done: three correct labels with a job sentence each. Proof: parent note of examples and results. Stop: End after the fresh check; keep optional challenge for another day.

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Designing a user interface practice

Practice key ideas from Designing a user interface.

Free · no login · no ads · Practice answers and completion are not saved. Parent observation remains the lesson record.

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Code.org · Practice link — not the full lesson

Computer Science for Ages 5 to 11

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Before you open · source notes

Computer Science for Ages 5 to 11 supports Designing a user interface. An adult previews and guides; this is a learning page, not a scored quiz.

Free educational page, no sign-in required for the tested path.

Before you open

Ask the learner one fact they learned and one question they still have.

Opening this link does not save learning or assess mastery.

Source, access and review notes

Public Code.org page. An anonymous GET on 2026-11-12 returned HTTP 200 with no login or payment prompt for this URL. Opening the link does not save practice or assess mastery. An adult should preview and guide the learner.

Code.org. “Computer Science for Ages 5 to 11.” External page; Gakuva does not copy, host, embed, or redistribute materials.

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Check understanding

  • Draw wireframes for at least three connected screens of an app or game, showing buttons, menus and how the user moves between screens
  • Apply interface principles such as consistent button positions, readable text, clear icons and colour contrast, and explain each choice
  • Test a paper or digital prototype of the interface with a user and note where they got stuck
“If your child designed the screens for an app, would they think about where the buttons go, how users move between screens and whether it's easy for everyone to use?”

Curriculum record

Type
Procedural
Subject
Computing
Domain
Designing Digital Solutions
Age range
Ages 10–12

Standards

acara-v9:AC9TDI6P03