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๐Ÿ”ง
Unit 6 of 6 ยท about 20 min

Build, Test, Evaluate

Fair tests, the five questions, and why a failed test is good news
๐Ÿ“– Read๐Ÿ”ค Words to know๐Ÿ›  Mini activityโœ… Check

Now build it โ€” and find out

Steps 5 and 6 are where the design meets the world. You implement the solution by building it, then evaluate it by testing it against the criteria from your brief. Most of what you learn about a design, you learn here, which is why good designers build early and test often instead of polishing an idea on paper for weeks.

The five questions

As the build takes shape, designers keep asking five questions. Each one is a different way a good idea can still be a bad product.

QuestionWhat it asks
FunctionDoes it do what the brief said?
DurabilityWill it last as long as it needs to?
AestheticsDoes it look good enough that people want it?
CostIs it within the budget, in money and materials?
ErgonomicsIs it comfortable and easy for a person to use?

Ergonomics is matching a design to the human using it: a handle that fits a hand, a button where a thumb lands, a desk at the right height. A bottle stand that holds the bottle perfectly but needs two hands to get the bottle out has failed ergonomics.

A fair test

A test only teaches you something if it is fair: you change one thing, keep everything else the same, and measure the result. Testing a paper bridge? Keep the paper, width, and span the same and change only the number of folds; measure how many pennies it holds. A variable is a thing that can change. Change two at once and you cannot tell which one caused the result.

Same paperSame widthSame spanKEEP THE SAMENumber of folds1 ยท 2 ยท 3 ยท 4CHANGE ONE THINGPennies heldbefore it sagsMEASUREChange one variable at a time, or you will not know what caused the result.
A fair test. Testing how folds change a paper bridge: paper, width, and span stay the same, only the number of folds changes, and pennies are what you measure. Change two things at once and the result could belong to either one.

Record every trial in a table โ€” the variable, the result, and what you noticed. Data you wrote down can be compared and graphed. Data you remember cannot.

Failure is information

A test that fails is not a failed project. It is the loop doing its job: the result points at the next change. The tower that fell over tells you the base is too narrow. The stand that tipped tells you where the weight sits. Write down how it failed, make one change, test again. That is redesign, and the third version is usually the one that works.

Evaluation does not stop at the test

Real products keep being evaluated after they are sold. Companies pull items off the production line to test, survey the people who bought them, and read complaints and warranty claims. Software is tried by early users before it is released. Every one of those is step 6, still running.

Where Craft Lab fits

Craft Lab is a place to run cheap trials: lay out the sticks, snap the connectors, move things, and see what fits before you cut real material. Build it digitally, build it for real, test it, and bring what you learned back to the screen. Materials are limited. Tries on a screen are not.

Done is not "I built it." Done is "it meets every criterion, inside every constraint, and I have the test data to show it."

๐Ÿ”ค Words to know

Implement
To carry out the chosen solution โ€” build the model, prototype, or real thing.
Evaluate
To test a solution against its criteria and judge how well it works.
Function
Whether a design does the job the brief asked for.
Durability
How long a design keeps working under real use.
Ergonomics
Matching a design to the human body and habits so it is comfortable and easy to use.
Variable
Something in a test that can change; a fair test changes only one.
Fair test
A test that changes one variable, keeps the rest the same, and measures the result.
Trial
One run of a test; several trials make the result trustworthy.
Data
Results written down so they can be compared, graphed, and shared.
Redesign
Changing a design based on what a test showed, then testing again.

๐Ÿ›  Mini activity: Plan a fair test

A team wants to know whether more folds make a paper bridge stronger. Design their test, then handle the result.

  1. 1
    The team wants to test the effect of folds. Which ONE variable should change between trials?
    ๐Ÿ’ก Only the thing you are asking about changes. Everything else stays fixed.
    Choose one, then Check.
  2. 2
    Sort each part of the test: keep it the same, change it, or measure it.
  3. 3
    Tap the test procedure in order.
  4. 4
    Every strip held fewer pennies than the brief requires. Choose every move that fits the design process.

โœ… Check: Build, Test, Evaluate

๐Ÿ”’
Finish the lesson first
  • Mini activity: every step needs its โœ“.
The five-question check unlocks here as soon as the last one lands.
โ†‘ Back to the activity
โ† Unit 5: Brainstorm, Model, ChooseBack to Craft Lab โ†’