Please view the pdf by clicking HERE.
The content is the guts of the book – and will ultimately shape almost everything else in the book as well as most of the experiences with the product. In designing the content for this book I was looking to really focus on three things:
- The design process
- Interaction with others (getting off the couch)
- Inspiration to become an inventor
- Fun
I broke up the book into 5 sections – plus an extra set of notes pages so that the user can continue to work even after the pages with content are filled. The five sections are shown in the spreadsheet and are meant to lead the user through the design process.
- Drawing
- Brainstorming
- Invention
- Prototyping
The detailed notes on each of the 60 pages can be seen by downloading the pdf as well as descriptions of each sections and some special pages can be found below. In the table, each page has a number, a title, the reasoning behind that page, and some more detailed information on what is exactly on each page. The layout of each page will be determined by the other members of Design-O-Mite.
Drawing
The drawing section is a new addition to the book and is meant to get the user accustomed to drawing well. This will include several pages that have attached sheets of sketch paper that will allow the user to practice drawing, then trace a final product.
Brainstorming
This section is carried over from before and is meant to get the user used to brainstorming and thinking about lots of ideas. The idea behind the progression of the section is to start off giving the user guidance in brainstorming, then slowly ween them off of the aides until they get to the last page where they can practice idea mapping unassisted.
Creativity
The creativity section was designed to have the user thinking about things that do not exist yet, as opposed to just thinking about different ways to use things that already exist. The creativity section asks the user to imagine the future of different things (such as a car), and then progress until they can come up with completely new ideas (such as a completely new form of transportation).
Invention
Invention is the headlining section of the book, the one where the user actually gets to take things that they do not like and practice turning them into something that they do like. After practicing fixing their own ideas, a page asks them to go ask their parents about a problem and help them fix it. The idea behind this page is that the book will encourage the children to go and learn and interact with their parents as well as getting used to talking to other people about fixing problems.
Prototyping
The prototyping section is the shortest section of the book as it is the most advanced and possibly the least appropriate for the intended age group. The first couple pages of the section ask the user to make a model car using random items from around the house (such as paper towel rolls, etc.). The next set of pages asks the user to improve a paper airplane by first having them make one using a template, then having the user make improvements and seeing which version flies better.
Section Breaks
There are several pages that split up the sections in the book and change the tempo of the experience for the user. These pages generally stray away from the design process, but give the user a little break from thinking and are supposed to be more light hearted and fun.
Introducing the guiding character: This page starts off the main sections of the book by introducing the character (most likely Tim the beaver) that will go along with the user throughout the book.
Word association games: This page will come right before the brainstorming session and will act as a warm-up and will foreshadow the idea mapping that comes later on.
Joke page: This page is meant to really get the user having a good time, it will get them laughing and smiling and will ask them to tell their friends a joke, which will encourage the user to go interact with other people and to move around.
Young Inventors: The young inventors page is supposed to inspire the user, and encourage them to go out and try to actually invent something by showing them that other people their age have been able to accomplish great things.
Cooking
