Ibnovate Course 1 · The Young Builders
⏱ 60 minLive session

Session 9 — Think Like an Inventor

Duration: 60 min · Format: live online

What you'll learn: by the end, you can follow the design thinking cycle, name a real problem worth solving, and brainstorm many ideas — landing on the one problem you'll build your final project around.

Soft skill focus — Creativity

Today you'll also grow Creativity. The brainstorm step rewards lots of ideas, even the silly ones — that's where the best inventions hide.

Try this: during the 5+ ideas brainstorm, ban the word "bad" and cheer the wildest idea you can think of; push yourself past your first three "obvious" answers.

Think about: Which of your ideas was the wildest, and what useful part is hiding inside it?

What you'll need


Hook

Let's think about these — jump in with your answers (chat or unmute):

Here's the big idea: every annoying thing is really a problem to solve — and that's where every invention begins. Today you become an inventor.


Teach — Inventors start with a problem, not a gadget

Here's the key idea:

⚠ Watch for the common mistake: it's tempting to jump straight to a cool gadget ("I'll make a flying car!") before naming a real problem. Catch yourself every time — ask "whose problem does that solve?" A project with no clear problem has nothing to aim at.

Think about this: "What's your favourite invention — a game, an app, a tool? What problem do you think it was made to fix?"


Teach — The design thinking cycle

Here's how designers work: they follow a simple loop, and you can too. Look at the diagram:

The design thinking cycle: understand, define, idea, build and test, then repeat

The four steps are:

  1. Understand — who has the problem? How do they feel about it?
  2. Define — say the problem clearly in one sentence.
  3. Idea — brainstorm lots of ideas (even silly ones!).
  4. Build & Test — make a rough version and try it.

The big thing to notice: the arrow loops back — you repeat and improve. Nobody gets it perfect on the first try.

Think about this: "Why do you think the cycle has an arrow that loops back to the start instead of just stopping?" (Because testing shows what to fix — you go around again and it gets better each time.)


Activity — Become a problem-finder

Your turn — work through the first three steps of the cycle on paper.

  1. Understand: interview someone nearby (a friend, sibling, or parent) — or interview your instructor as a whole class. Ask: "What's something annoying in your day?" Write down 3 answers.
  2. Define: pick one and finish this sentence: "__ needs a way to _ because ___."
  3. Idea: brainstorm 5+ ideas to solve it. Remember: no idea is too silly right now.

If you get stuck on a gadget, pull yourself back toward the problem.

You just did the first half of design thinking — understand, define, and idea. That's exactly how real inventors begin.


Check yourself

Try these questions:

  1. What do great inventors start with — a gadget or a problem? → A problem someone has. The solution comes last.
  2. Name the four steps of the design thinking cycle.Understand → Define → Idea → Build & Test (then repeat).
  3. True or False: while brainstorming, you should throw out silly ideas right away.False — wild ideas often lead to the best ones; never say "that's bad" during a brainstorm.

Wrap-up


Tips & extra challenges

Vocabulary

Term Meaning
Design thinking A loop for solving problems
Problem Something that needs fixing
Empathy Understanding how others feel
Brainstorm Making lots of ideas fast
Prototype A rough first version to test

Resources

Practice set

Practise on your own to sharpen problem-finding and brainstorming. Work them easiest to hardest.

  1. Gadget or problem? For each, say which one it is: "a flying skateboard" · "kids forget their water bottles" · "a robot that barks" · "the library is too noisy to think." → Problems are the second and fourth (forgetting bottles, noisy library). The first and third are gadgets — no problem attached yet. Ask "whose problem does that solve?"
  2. Finish the problem sentence. Complete: "My little brother needs a way to __ because ____." → Any answer that names a real need and a real reason, e.g. "…find his shoes in the morning because he's always late for school." The because must give a genuine reason, not just "because it's cool."
  3. Fix the weak statement. Improve this one: "I want to make an app." → It names no person and no problem. A fixed version: "Grandpa needs a way to remember his pills because he sometimes forgets." Aim for who + what + why.
  4. Speed brainstorm. Set a 2-minute timer and list 10 ideas to solve "people forget their homework." → Success is quantity, not quality — even silly ideas count (a homework alarm, a glowing folder, a reminder pet). If you wrote 10 without crossing any out, you did it right.
  5. Empathy detective. Pick a person (a teacher, a bus driver, a baby) and write two problems they face that you might never notice. → Rewards perspective-taking, e.g. a bus driver can't see kids in the very back; a baby can't say what hurts. Any thoughtful, specific answer works.
  6. Loop-back reasoning (hardest). A student tests their idea and it fails. Draw where they go on the design thinking cycle and say why. → They loop back — usually to Idea or Define — because testing revealed what to fix. The whole point of the arrow is that failing once is normal and expected.

Going deeper (optional)

Optional — for a bigger challenge, or a richer homework talk.

The "5 Whys" trick for finding the real problem. Sometimes the first problem you name isn't the real one — it's a symptom. Try asking "why?" up to five times. Worked example: "Kids are late to class." Why? "They can't find their stuff." Why? "Their bags are a mess." Why? "There's no place for each thing." Now the real problem is clear — bags need a place for each item — and it's far more buildable than the vague "kids are late." Run 5 Whys on your own problem sentence and see if it changes.

Silly ideas are seeds, not jokes. When we say "no idea is too silly" during a brainstorm, it's not just to be nice — wild ideas hide useful pieces. Worked example: "a backpack that yells at you" sounds silly, but pull out the useful seed — a reminder that gets your attention — and you get a gentle buzz or a light instead. Take your silliest brainstorm idea and find the one useful seed hiding inside it.

Common mistakes & fixes

If it's not working, check these:

What's next

Session 10 — Build Your Prototype: turn your idea into a rough first version you can actually try.

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