Brainstorm, Model, Choose
Open up, then narrow down
Steps 3 and 4 of the design process are opposites, and that is the point. First you open the problem as wide as you can: develop alternative solutions, as many as possible. Then you narrow it back down to one: select the best solution. Doing both at once is how good ideas get killed before anyone sees them.
Brainstorming
Brainstorming is a group way to collect ideas fast. The rules are simple and strict:
Judging comes later, on purpose. When you are working alone, sketching does the same job: quick drawings on one page, no erasing, each one a different way to solve the problem.
Models: cheap ways to see an idea
You cannot compare ideas that exist only in someone's head. Models make ideas visible and testable before you spend real material.
| Model | What it is | What it is good for |
| Sketch | A fast drawing, minutes, free | Getting ideas out and comparing them |
| Rendering | A careful, realistic drawing with color and shading | Showing what the final thing will look like |
| Appearance model | A 3D model that looks right but does not work (cardboard, clay, foam) | Checking size, shape, and how it feels in the hand |
| Scale model | A small, accurate copy, like an architect's house model | Showing a big design at a size you can hold |
| Prototype | A working model that looks and acts like the real thing | Testing whether it actually does the job |
Computers add more: CAD (computer-aided design) draws a part so changes take minutes instead of days; a simulation tests a design on screen, like a virtual wind tunnel; a spreadsheet is a mathematical model that totals cost before you buy anything. Craft Lab is a model too: a place to try a layout and its joints before cutting a single stick.
Choosing fairly
Now narrow down. Constraints go first: any idea that breaks one is out, no debate. Then score what is left against the criteria with a decision matrix: list the ideas down the side, the criteria across the top, and rate each idea 1 to 3 on each criterion. Add across. The highest total is your best solution, and the low scores show every idea's weak spot before you build it.
A matrix does not think for you. The scores are your honest judgment, and a trade-off is still a trade-off: the quickest idea may not be the sturdiest. But adding the numbers turns an argument into a comparison, and that is what step 4 needs.
Listing advantages and disadvantages for every idea is the same move in words. The matrix just makes the list easier to compare.
π€ Words to know
π Mini activity: Pick the winner
Run a brainstorm the right way, throw out ideas that break a constraint, then score the rest in a decision matrix and pick the bottle stand to build.
- 1Here is what people said during the brainstorm. Sort each line: does it follow the rules or break them?π‘ Quantity, no judging, wild is welcome, build on others, write it all down.For each card, tap the bin it belongs in."What if the stand hangs from the ceiling?""Only say an idea if you are sure it is good.""Yes, and we could clip it to the desk edge instead.""Iβll write every idea on the board.""That would never work, be serious.""Letβs just go with my first idea and stop."Follows the rulesBreaks the rules
- 2The constraints: cardboard and glue only, smaller than a lunchbox, done in two periods. Choose every idea that breaks a constraint and is OUT.
- 3Tap the steps for using a decision matrix in order.
- 4Scores (stays up / easy to grab / quick to build): Cardboard ring 3+2+3, Rubber-band cradle 2+3+1, Tall box with a hole 3+3+2. Which idea wins?
β Check: Brainstorm, Model, Choose
- Mini activity: every step needs its β.
