Problem framing
Deciding what challenge you are really trying to solve before you build—clarifying the need, the user, and the situation rather than rushing to a gadget idea.
Real-world extension: Poor problem framing often leads to elegant solutions for the wrong problem.
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User-centered design
Keeps the needs of specific people in view while creating a solution—understanding and responding to real users instead of assuming everyone wants the same thing.
Real-world extension: Shapes accessibility tools, apps, medical devices, and classroom products.
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Criteria
The features that define success in a design problem—strength, accuracy, usefulness, comfort, or other goals a solution should meet.
Real-world extension: Engineers prioritize criteria because no design can maximize everything at once.
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Constraints
The limits a design must work within—time, cost, size, materials, or environment. Real design always involves both criteria and constraints.
Real-world extension: Spacecraft, bridges, and consumer products all face strong constraints that shape what is possible.
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Brainstorming
Generating many possible solutions before one is selected. Variety increases the chance of finding an effective path forward.
Real-world extension: Professional teams use structured brainstorming to compare concepts before expensive builds.
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Model
A simplified representation of an idea, object, or system that helps you think and test before building the full version.
Real-world extension: Wind-tunnel models, 3D simulations, and scale prototypes all serve this role in engineering.
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Prototype
An early version built to learn from, not just to impress—used to discover strengths, weaknesses, and next-step questions.
Real-world extension: Prototypes can be physical, digital, or even “no-build” experiences that test an idea quickly.
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Testing
Trying a model or prototype deliberately to gather evidence about how it performs, often with controlled variables and fair comparisons.
Real-world extension: Testing in real engineering ranges from classroom load tests to spacecraft vibration and thermal tests.
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Iteration
The cycle of making, testing, improving, and trying again. Improvement usually comes through repeated rounds, not a single pass.
Real-world extension: Standard in aerospace, robotics, games, and product development.
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Trade-off
When improving one feature makes another harder to maximize—such as stronger but heavier.
Real-world extension: Trade-offs appear everywhere: battery size vs. weight, speed vs. safety margins.
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