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Design a Product

Imagine and draw a new toy or invention! What does it do? What color is it? Who would want it? Use craft supplies to build a simple model.

Hands OnAbout 25 minutesScreen-freeParent help expected

Materials and setup

How this changes by age

Pre-K (ages 3–4)

Imagine and draw a new toy or invention! What does it do? What color is it? Who would want it? Use craft supplies to build a simple model.

Difficulty 1 of 3

Steps

  1. Grab a big piece of paper and crayons and draw a brand-new toy invention with lots of colors and details. (Ask: 'If you could invent ANY new toy, what would it be?')
  2. Talk about it: 'What does it do? Who would play with it? What is it called?'
  3. Use craft supplies (boxes, paper, tape) to build a simple model of the invention.
  4. Show it to family members: 'This is my ___ and it can ___!'

Learning objectives

  • Use imagination to invent a new product idea
  • Describe a product's features and purpose
  • Build a simple physical model from craft materials

Kindergarten (ages 5–6)

Design a new product that solves a problem! Draw it, name it, build a prototype from household materials, and explain why people would want to buy it.

Difficulty 2 of 3

Steps

  1. Think of a problem you or your family has: 'It's hard to find my shoes in the morning!'
  2. Invent a product that solves the problem. Draw a detailed picture with labels.
  3. Give it a catchy name and decide what it is made of.
  4. Build a prototype using cardboard, tape, markers, and other craft supplies.
  5. Present your product: what problem it solves, how it works, and who would buy it.

Learning objectives

  • Identify a problem and design a creative solution
  • Name and describe a product with specific features
  • Build a prototype and present it with a clear explanation

Early elementary (ages 6–8)

Go through the full product design process: identify a need, brainstorm solutions, sketch 3 designs, choose the best one, build a prototype, and get feedback from 3 people to improve it.

Difficulty 2 of 3

Steps

  1. Identify a real problem by observing your home or neighborhood for one day. Write down 3 problems you notice.
  2. Choose one problem and brainstorm 5 possible product solutions. Sketch each one quickly.
  3. Evaluate your ideas: Which is most useful? Most fun? Easiest to make? Pick the best one.
  4. Draw a detailed design with measurements, materials list, and labels for each part.
  5. Build a prototype from household materials.
  6. Show your prototype to 3 people and ask: 'Would you use this? What would you change?' Write down their feedback and make one improvement.

Learning objectives

  • Follow a structured product design process from problem to prototype
  • Evaluate multiple ideas using criteria before choosing one
  • Collect and apply user feedback to improve a design
  • Create detailed product drawings with labels and materials

Upper elementary (ages 8–10)

Complete a professional-style product design sprint. Research existing products, identify a market gap, design a product with detailed specifications, build a working prototype, conduct user testing with 5 people, iterate based on feedback, and create a product spec sheet.

Difficulty 3 of 3

Steps

  1. Research: Look at 3 existing products in a category you are interested in. What do they do well? What is missing?
  2. Identify a market gap: something no existing product does well. Write a 'Problem Statement' in one sentence.
  3. Design your product: draw front, side, and top views with dimensions. List all materials and features.
  4. Build the best prototype you can from available materials.
  5. Conduct user testing with 5 people: give them the prototype, watch them use it (do not help), and ask 3 specific questions about their experience.
  6. Analyze feedback: What worked? What confused people? Make 2-3 improvements to your design.
  7. Create a Product Spec Sheet: product name, problem it solves, features, materials, target customer, and a drawing of the final design.

Learning objectives

  • Conduct competitive research and identify market gaps
  • Design a product with detailed specifications and multiple views
  • Conduct user testing and analyze qualitative feedback
  • Iterate on a design based on real user data

Safety and evidence note

Read the full activity before beginning. An adult should supervise tools, heat, food, outdoor work, movement, and experiments as appropriate. Completion records that the activity was done; the child’s explanation, work sample, photo, or demonstration is stronger evidence of learning than a completion check alone.

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