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Simple Design Problems

Define a simple design problem reflecting a need or want that includes specified criteria for success and constraints on materials, time, or cost

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What a learner can do afterwards

  • Define a design problem by describing the need or want it addresses
  • Specify at least two criteria for a successful solution (e.g. must hold X weight, must cost less than Y)
  • Identify constraints such as available materials, time limits, or cost

The lesson

Every design starts with a problem. A problem is a need or a want, something people wish they had or wish worked better. Before you build anything, you write that need down in one clear sentence.

Try it together

At Lincoln School, kids wobble when they cross the walkway between two buildings, especially when more than one person crosses at once. The need: a steadier bridge so everyone can cross safely.

Once you know the need, you write criteria: exact rules that tell you whether your design worked. A good criterion uses a number, like 'must hold 5 blocks without bending.'

Tap each block and count out loud.
The new bridge design must hold 5 blocks without bending.
Good to know

You also need constraints: limits on materials, time, or cost. If you only have 20 straws, one roll of tape, and 15 minutes, your design has to work within those limits, not with unlimited supplies.

A design problem names the need, gives at least two criteria for success, and lists the constraints on materials, time, or cost.

Watch it

Where it sits

Where this leads

Jobs that lean on this skill. Follow one to see everything it is built on.

Then practise

8 questions wait behind this lesson, each with its answer explained. Every answer feeds the sky: stars light as they are learned, and dim when it is time to come back.

Simple Design Problems · Science, ages 8 to 11 · LightMySky