CIRCULAR LAB
Teacher summary
Smartphone
Design a phone that can be repaired, updated and given a second life after years of use.
- Recommended length
- 30 min in the app
- Way of working
- Individually or in pairs
- Target group
- Secondary schools, ages 15–19
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.
- 1
MaterialsDecision
What materials will you use for the frame, boards and battery?
- 2
ConstructionDecision
How will the phone be assembled?
- 3
BatteryDecision
How will the battery be replaced?
- 4
Software supportDecision
How long will the manufacturer provide updates for the phone?
- 5
ChargingDecision
How will the phone be charged?
- 6
Physics mini-task
How long does a phone take to charge? You draw energy from the socket with input power P, but only part of it reaches the battery – the rest is lost as heat.
- 7
Service and spare partsDecision
Will the display, camera and connector be replaceable?
- 8
Take-back and second lifeDecision
What happens to the phone after several years of use?
Key concepts
- Modular design
- A device made of replaceable parts (display, battery, camera).
- Refurbishing
- Repairing and testing a used device so it can be sold again.
- Software support
- The period during which the manufacturer releases security and system updates.
- Charging efficiency
- The share of energy stored in the battery in the energy drawn from the socket.
- Take-back
- The manufacturer accepts used devices back for repair, refurbishing or recycling.
Physics relations in the scenario
- E = P · tEnergy is the product of power and time. From it the charging time follows: t = E ÷ P.
- E = E_bat ÷ ηEnergy drawn from the socket at charging efficiency η. For 15 Wh and η = 0.85 this gives ≈ 17.6 Wh.
- 1 Wh = 3 600 JConversion between watt-hours and joules.
Suggested lesson flow
5 min
Introduction
When did you last replace your phone? For what reason? The difference between a fault and obsolescence.
20 min
Work in the app
Pairs go through eight steps including the physics mini-task about charging.
10 min
Discussion
Compare results and use the discussion questions from the results screen.
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.
“Phones are replaced because they break.”
In reality: Very often they are replaced because the battery fades or software updates stop, even though the device still works.
“Wireless charging is the greener choice.”
In reality: Part of the energy escapes as heat, so more must be drawn from the socket for the same charge.
“Charging uses most of a phone’s impact.”
In reality: Running a phone is not very energy-intensive; making it has a much bigger impact, which is why using it longer matters.
Discussion questions
- 1.Why do people replace phones even when they still work?
- 2.Fast charging saves time but not energy. When is speed more important than efficiency?
- 3.Is it better to repair, refurbish or recycle a phone? Rank the options and justify the order.
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?
A note on the numerical values
The numerical parameters in the scenario are didactically simplified model values, not the results of a life-cycle assessment. The simulation uses model scoring for teaching purposes: the 0–100 figures express a relative comparison of options, not measurements. The physics tasks use real basic relations and consistent units.
