Invention

A major part of design thinking projects is to mentor learners who invent a device, product, cure, method, or solution that changes the world. On this page, we focus on creating an invention, and on a companion page, the redesign of systems. The difference between the two concepts is the end product: either a new system or way of doing something, or an actual invention that might be a device, an app, a new program of artificial intelligence, or a product we can sell in a new business venture.

We are surrounded every day with innovations that have changed the world and made life much easier. The horseless carriage made travel a ubiquitous mode of movement but it has also created a whole set of environmental problems. Social media captivates millions but has major problems. Medical cures lengthen our lives, but perhaps longer than a quality life often confronts us. We all depend on technology to help invent our way out of the major world problems we experience. So, we look to a new generation to keep inventing new things that might make a major difference.

Invention can begin in early childhood. Don't believe it? Watch https://www.youtube.com/watch?v=XiuU1mlFeEc

Yes, you digital learning leaders and partner instructors can keep the excitement going in the midst of schooling which is intent on destroying learning and replacing it with contrived lessons that will help pass a standardized test.

Inventors often go through various stages on their way toward success. The uTEC Maker Model sows how we may all be users of inventions, but then often start tinkering with them to do jobs that the inventor did not anticipate. Then, if we really get interested in a new idea, we may start to get quite serious at pursuing our passion. And, with much persistence, we might end up with that dream invention that makes a difference. This model is pictured below:


Coupled with a design thinking model, learners of all ages can realize a pathway leading to actual invention. One design thinking model is pictured below:

It might help to conser the history of design thinking and a short history of design thinking at: https://www.interaction-design.org/literature/article/design-thinking-a-quick-overview

There is also a tutorial for using design thinking to create a learning experience titled the Umbrella Creation tutorial at: https://sites.google.com/view/umbrellacreation/home

When the digital learning leader and instructor are partnering with a group of learners, both individuals and small groups of learners might be working on different invention projects. Sometimes businesses might present the same invention project to competing groups in order to compare proposed ideas and perhaps combine them to create an even better product. When there are multiple efforts going simultaneously, the mentoring adults can help by emphasizing the process that is going on. Individuals and groups can assemble for progress sessions at regular intervals to report out what is happening, compare the process across projects, share ways to confront obstacles, encourage each other, and critique what is happening. While the design model above looks linear, they will need to loop back and forth to fill in or change direction as needed. The mentors can be a huge asset as they observe what is going on and reach out a hand to steady the ark at times.

There are many opportunities to help the learners make progress and the digital learning leader needs to document these not only for case studies as a part of the portfolio but to gain critical expertise for both self and our instructor partner. Here are a few ideas:

  • Provide guidance for the clueless and "I'm not creative" crowd

  • Getting serious will require patent research. There are all kinds of games going on in the patent world to preserve profits and imitate already successful inventions. Learn how to provide this guidance. Perhaps the group needs a patent lawyer. And, then there are startups to consider. And there are people out there ready to offer "help" but steal the idea... It's a jungle.

  • Have the inventors considered unintended consequences of their invention ideas?

Helpful examples

Intro to Genius Hour for learners. at: https://www.youtube.com/watch?v=COF-bqZuE-I&t=31s

Ten examples of kid and teen inventors at: https://www.youtube.com/watch?v=SZ7FycNIu2E

As a digital learning leader, remember that there is no standardized test of creativity. Document cases both successful and failures. Attend lots of science fairs and maker fairs and build a repertoire of what seems to work and what doesn't. Hook into blogs such as EdSurge to get ideas and connections. Help create makerspaces that actually concentrate on "making" rather than crafts. Build a virtual makerspace for children and teens (see an example at: https://sites.google.com/view/virtualmakerspaces/home )

A tutorial for kids and teens at: https://www.youtube.com/watch?v=fxJWin195kU

Creative kids who beat the system at: https://www.youtube.com/watch?v=uCfoAzmZh2Y