Beyond the Box: Designing a Signature QSR Kids' Meal
Created byAlexandria Ackley
0 views1 downloads

Beyond the Box: Designing a Signature QSR Kids' Meal

Grade 10Other3 days
In this project, 10th-grade students act as marketing consultants to design a revolutionary "Experience Meal" for a quick-service restaurant that bridges the gap between child desires and parental priorities. By analyzing market data and consumer psychology, students develop detailed personas and brand identities that utilize color theory and strategic messaging. They innovate by replacing traditional plastic toys with digital or social incentives, ultimately pitching their data-backed prototypes and integrated marketing plans to a panel of industry experts.
MarketingConsumer PsychologyBrand IdentityMarket ResearchTarget AudienceExperience DesignStrategic Communication
Want to create your own PBL Recipe?Use our AI-powered tools to design engaging project-based learning experiences for your students.
📝

Inquiry Framework

Question Framework

Driving Question

The overarching question that guides the entire project.How can we, as marketing consultants, design a signature branded meal experience for a new quick-service restaurant that strategically balances psychological triggers, nutritional standards, and market data to appeal to both children and parents?

Essential Questions

Supporting questions that break down major concepts.
  • How do businesses use demographic and psychographic data to define and reach a specific target market?
  • What role does brand identity play in the design of a product's packaging, menu items, and promotional incentives?
  • How do quick-service restaurants balance nutritional standards, cost-effectiveness, and consumer appeal when developing new products?
  • In what ways do psychological triggers—such as color, language, and 'surprises'—influence the purchasing decisions of both parents and children?
  • How can a brand effectively communicate its value proposition to a target audience through integrated marketing campaigns?

Standards & Learning Goals

Learning Goals

By the end of this project, students will be able to:
  • Conduct comprehensive market research using demographic and psychographic data to profile a dual-target audience (children as the consumer and parents as the decision-maker).
  • Apply principles of consumer psychology, including color theory and sensory triggers, to design a brand identity and packaging prototype that influences purchasing behavior.
  • Evaluate the trade-offs between nutritional guidelines, ingredient costs, and consumer appeal to create a balanced menu offering.
  • Develop an integrated marketing communication plan that articulates a unique value proposition and uses persuasive storytelling to pitch the concept.

Common Career Technical Core (Marketing)

CCTC.MK-MER.1
Primary
Identify and describe the concepts of marketing and their role in business (Marketing Research, Target Marketing).Reason: The core of the project involves identifying target markets and using data to drive product development decisions.

Common Core State Standards (ELA)

CCSS.ELA-LITERACY.W.9-10.1
Primary
Write arguments to support claims in an analysis of substantive topics or texts, using valid reasoning and relevant and sufficient evidence.Reason: Students must write a marketing proposal or justification that uses data and psychological research to defend their design choices.
CCSS.ELA-LITERACY.SL.9-10.4
Secondary
Present information, findings, and supporting evidence clearly, concisely, and logically such that listeners can follow the line of reasoning.Reason: The 'Marketing Consultant' role requires a final professional pitch to demonstrate their branded meal concept.

MBA Research (National Marketing Standards)

MBA.MK.015
Supporting
Analyze the role of branding and packaging in product success and consumer perception.Reason: The project specifically focuses on how packaging (the Happy Meal box style) and branding influence the target market's perception.

National Health Education Standards

NHES.2.12.2
Supporting
Analyze the influence of family, peers, culture, media, technology, and other factors on health behaviors.Reason: Addresses the essential question regarding how marketing and 'surprises' influence nutritional choices and parental purchasing decisions.

Entry Events

Events that will be used to introduce the project to students

The 'Epic Fail' Forensic Audit

The classroom is transformed into a 'leak' site where students discover a rejected, bizarre prototype of a 'Gen-Z Value Box' from a major QSR. Students must analyze the 'Epic Fail' feedback from a simulated social media feed to identify why the product failed to hit its target demographic and how they could do better.

The Death of the Plastic Toy

A guest 'influencer' (or a video of one) rants about how fast-food 'kids meals' are outdated and environmentally disastrous, challenging the class to invent the 'Experience Meal.' Students are tasked with replacing the traditional plastic toy with a digital or social experience that provides more value than a physical object.
📚

Portfolio Activities

Portfolio Activities

These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.
Activity 1

The Persona Architect: Decoding the Dual Audience

In this foundational activity, students act as data analysts. Following the 'Epic Fail' entry event, they must deep-dive into the data to understand why the Gen-Z Value Box failed. They will research current trends and use demographic (age, income, location) and psychographic (values, interests, lifestyle) data to create two detailed 'Customer Personas': one for the child (the consumer) and one for the parent (the decision-maker). This ensures students understand that a successful 'Happy Meal' product must satisfy two different sets of needs simultaneously.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Analyze the 'Epic Fail' feedback from the simulated social media feed to categorize why the previous product failed (e.g., price, perceived value, health concerns).
2. Conduct online research or surveys of peers/parents to identify current trends in quick-service dining for families.
3. Develop a 'Child Persona' including their favorite digital activities, current trends they follow, and what 'surprises' they value most.
4. Develop a 'Parent Persona' focusing on their nutritional priorities, time constraints, and price sensitivity.

Final Product

What students will submit as the final product of the activityA Target Market Dossier featuring two detailed customer personas, a list of 'Pain Points' identified from the failed prototype, and a research-backed list of 'Needs and Wants' for their new target audience.

Alignment

How this activity aligns with the learning objectives & standardsAligns with CCTC.MK-MER.1 (Identify and describe the concepts of marketing and their role in business - Target Marketing) and the project goal of conducting market research using demographic and psychographic data.
Activity 2

The Sensory Blueprint: Designing the Experience Box

Now that students know *who* they are selling to, they must decide *how* to influence them. Students will explore color theory (e.g., why red and yellow are common in fast food) and the concept of the 'Experience Meal.' Instead of a plastic toy, they will design a digital or social experience (AR filters, QR code games, or DIY packaging activities) that adds value. They will then create a 2D or 3D mockup of the packaging that incorporates their brand's logo, colors, and the 'experience' element.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Create a 'Psychology Mood Board' selecting a color palette and font style based on the emotions they want to trigger in their target market.
2. Brainstorm and select one 'Digital/Social Experience' to replace the traditional plastic toy, ensuring it aligns with the 'Parent Persona's' desire for sustainability.
3. Sketch the layout of the meal box, ensuring space for brand logos, key messaging, and instructions for the 'experience' element.
4. Build the final prototype using design software (like Canva or Tinkercad) or physical materials.

Final Product

What students will submit as the final product of the activityA Brand Style Guide and a Packaging Prototype (either a digital 3D model or a physical cardboard mockup) that includes the 'Experience' integration.

Alignment

How this activity aligns with the learning objectives & standardsAligns with MBA.MK.015 (Analyze the role of branding and packaging in product success) and the project goal of applying principles of consumer psychology like color theory.
Activity 3

The Consultant’s Pitch: Selling the Signature Experience

In the final stage, students synthesize all their work into a professional marketing proposal and pitch. They must use the data from their personas and the psychology behind their branding to argue why their 'Experience Meal' will succeed where the 'Gen-Z Value Box' failed. They will defend their choice of the digital 'surprise' and explain how the visual identity appeals to their dual target audience. This activity culminates in a professional presentation to a panel of 'investors' or 'QSR executives'.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Outline a persuasive argument using the 'Claim-Evidence-Reasoning' model to defend their product's market viability.
2. Draft the written proposal, ensuring it addresses potential counter-arguments (e.g., the transition from physical to digital incentives).
3. Design a high-impact slide deck that uses minimal text and maximum visual evidence of their prototype and branding strategy.
4. Rehearse and deliver the 'Consultant Pitch' to the class, focusing on clear communication and logical flow.

Final Product

What students will submit as the final product of the activityA Formal Marketing Proposal (written) and a Multimedia Pitch Deck used for a 5-minute professional presentation.

Alignment

How this activity aligns with the learning objectives & standardsAligns with CCSS.ELA-LITERACY.W.9-10.1 (Write arguments to support claims) and CCSS.ELA-LITERACY.SL.9-10.4 (Present information clearly and logically).
🏆

Rubric & Reflection

Portfolio Rubric

Grading criteria for assessing the overall project portfolio

The Experience Meal: QSR Marketing Consultant Rubric

Category 1

Market Research & Audience Analysis

Evaluates the student's ability to act as a data analyst, researching and defining the complex relationship between the child consumer and the adult purchaser.
Criterion 1

Dual-Audience Persona Development (CCTC.MK-MER.1)

The ability to synthesize demographic and psychographic data into detailed, actionable personas for both the child (consumer) and the parent (decision-maker).

Exemplary
4 Points

Creates deeply nuanced personas using extensive research. Clearly distinguishes between consumer desires and decision-maker needs with sophisticated psychographic insights. Dossier identifies non-obvious 'pain points' and strategic opportunities.

Proficient
3 Points

Develops clear personas for both audiences using relevant data. Identifies key differences between child and parent priorities. Dossier lists valid pain points and logical needs/wants based on research.

Developing
2 Points

Personas are developed but may rely on stereotypes or lack specific psychographic data. Connections between research and persona traits are inconsistent or superficial.

Beginning
1 Points

Personas are incomplete or fail to differentiate between the child and parent. Minimal research-based evidence is provided to support the target market claims.

Criterion 2

Data-Driven Problem Solving

The depth of analysis regarding the 'Epic Fail' prototype and the ability to extract meaningful lessons to inform new product development.

Exemplary
4 Points

Provides a masterful forensic audit of the failed product, categorizing failures across multiple dimensions (social, ethical, financial). Uses these insights to build a rigorous framework for the new design.

Proficient
3 Points

Correctly identifies and categorizes the primary reasons for the prototype's failure. Uses these lessons to establish a clear list of 'needs and wants' for the new project.

Developing
2 Points

Identifies some reasons for failure but analysis is surface-level. The transition from the 'Epic Fail' feedback to the new requirements is weak or disconnected.

Beginning
1 Points

Struggles to identify why the previous product failed. Feedback analysis is disorganized or missing key instructional components.

Category 2

Brand Identity & Product Design

Focuses on the translation of research into a physical or digital product mockup that utilizes psychology to influence behavior.
Criterion 1

Psychological Branding & Visual Identity (MBA.MK.015)

Application of consumer psychology principles, including color theory and sensory triggers, to create a cohesive and persuasive brand identity.

Exemplary
4 Points

Brand style guide demonstrates a sophisticated application of color theory and typography to evoke specific emotional responses. Mockup shows professional-grade integration of branding and messaging.

Proficient
3 Points

Effectively applies color theory and branding principles to the packaging. The design is intentional and aligns with the identified persona preferences.

Developing
2 Points

Design choices are present but lack a clear psychological rationale. Branding is inconsistent across the mockup and the style guide.

Beginning
1 Points

Visual design is haphazard or lacks connection to marketing principles. Minimal evidence of intentional color or font selection for a target market.

Criterion 2

Innovative 'Experience' Integration (NHES.2.12.2)

The innovation and execution of the 'Experience Meal' component, specifically the transition from physical toys to digital/social value-adds.

Exemplary
4 Points

The digital/social experience is highly innovative, seamlessly integrated into the packaging, and addresses sustainability and parental concerns with a 'wow' factor. Direct link to modern Gen-Z/Alpha trends.

Proficient
3 Points

Proposes a viable digital or social experience that provides clear value beyond a physical toy. The integration into the packaging is functional and creative.

Developing
2 Points

The 'experience' is generic or lacks a strong digital/social hook. Connection to the 'Parent Persona's' desire for sustainability is weak.

Beginning
1 Points

The proposed experience is missing, low-effort, or does not provide a meaningful alternative to traditional plastic toys.

Category 3

Strategic Communication & Synthesis

Assesses the student's capacity to synthesize their work into a professional proposal and persuasive oral presentation.
Criterion 1

Argumentative Rigor & Market Viability (CCSS.ELA-LITERACY.W.9-10.1)

The ability to use the Claim-Evidence-Reasoning (CER) model to defend design choices and product viability based on market data.

Exemplary
4 Points

Presents a compelling, evidence-rich argument that anticipates and convincingly refutes potential counter-arguments (e.g., cost or tech barriers). Logic is flawless and highly persuasive.

Proficient
3 Points

Uses the CER model effectively to defend product choices. Supports claims with relevant data from the personas and market research. Reasoning is clear and logical.

Developing
2 Points

Arguments are present but evidence is thin or not directly linked to the claims. Reasoning relies more on opinion than on the collected market data.

Beginning
1 Points

Fails to provide a clear argument for the product. Claims are unsupported by research or the persona dossier created in earlier steps.

Criterion 2

Professional Communication & Pitch (CCSS.ELA-LITERACY.SL.9-10.4)

The effectiveness of the oral pitch and the supporting visual deck in communicating the brand's value proposition to an executive audience.

Exemplary
4 Points

Delivery is poised, professional, and captivating. The slide deck is visually stunning and enhances the message without distracting. Handles 'executive' questions with confidence and depth.

Proficient
3 Points

Presents information clearly and logically. The slide deck is professional and supports the line of reasoning. Communication is effective for the intended audience.

Developing
2 Points

The presentation is somewhat disorganized. Slides may be text-heavy or poorly aligned with the verbal pitch. Delivery lacks the 'consultant' professional tone.

Beginning
1 Points

The pitch is difficult to follow or lacks a logical structure. Visual aids are missing, incomplete, or of poor quality. Struggles to communicate the core concept.

Reflection Prompts

End-of-project reflection questions to get students to think about their learning
Question 1

During the 'Persona Architect' phase, you had to balance the needs of the child (the consumer) and the parent (the decision-maker). Explain how your final 'Experience Meal' successfully addressed the conflicting priorities of these two groups.

Text
Required
Question 2

How confident do you feel in your ability to use psychological triggers—such as color theory and digital 'surprises'—to influence a customer's perception of a brand?

Scale
Required
Question 3

Which element of your final 'Consultant Pitch' do you believe was the most persuasive in proving that your product would succeed in the real world?

Multiple choice
Required
Options
Demographic/Psychographic Research (Knowing the audience)
Visual Branding & Color Theory (Attracting the eye)
The Digital Experience/Social Incentive (Replacing the toy)
Nutritional & Cost Balancing (Practicality)
Persuasive Pitching & Argumentation (Selling the idea)
Question 4

The 'Death of the Plastic Toy' challenge asked you to replace a physical object with a digital or social experience. What do you think is the biggest risk and the biggest reward for a real-world restaurant making this same transition?

Text
Optional