Skip to content
CIRCULAR LAB
Teacher guide

Teacher summary

Smartphone

Design a phone that can be repaired, updated and given a second life after years of use.

Open scenario

The activity takes 25–30 minutes of pair work in the app. With its eight steps it also suits a longer block.

The task for students

You are designing a new mid-range smartphone. Customers want a thin and durable device, but phones are commonly replaced after 2–3 years even though they are almost entirely functional. You decide how to build it, how long to support it and what happens to it after years of use.

Learning goals

  • Students compare the effect of materials, construction and servicing on a phone's lifetime.
  • Students explain why software support and battery replacement often decide how long a phone is used.
  • Students use E = P · t and calculate charging time including losses.
  • Students distinguish the order of preference: repair and reuse are usually better than recycling.

What students do, step by step

8 steps follow the product’s life cycle. Students can go back and change any decision.

Key concepts

Physics relations in the scenario

Suggested lesson flow

Total 35 minutes. See the teacher guide for shorter and longer variants.

Key insights to bring out

What students should be able to say after the activity.

  • Software support and a replaceable battery often decide how long a phone is actually used – more than its materials.
  • Fast charging saves time, not energy; higher power usually means higher losses and more heat in the battery.
  • Refurbishing and a second life use the whole device, so they are usually better than recycling it straight away.

Common misconceptions

Useful for follow-up questions during the discussion.

Discussion questions

Taking it further

Ideas for homework, a project or a debate.

  • Homework: time how long a real phone takes to charge and compare it with the ideal E ÷ P estimate.
  • Interview a local repair shop: which repairs are most common and which parts are hard to get?
  • Design a take-back campaign: how would you convince people to hand in an old phone instead of keeping it in a drawer?