Test and improve a design — Design, 4–6 years
A first design is a starting point, not a final answer. We try it, notice what happens, and change one part so it works better for the person who will use it.
Make, try, change
Designers learn by making a version and trying it in the real situation. A test shows what works and what needs changing. One small change at a time helps us see which idea made the object better.
Why test a first idea?
A drawing cannot show everything that happens when someone holds, wears, opens or moves an object. Real testing reveals surprises before the design is finished. This began with making tools and shelters better by learning from what failed.
A box that stays closed
You make a paper box for four crayons, but the lid opens. First, put the crayons inside and turn the box over. Next, notice that the lid is too short on one side. Make that flap two centimetres longer, fold it again and repeat the test. If it stays shut, your change helped.
A failed test is useful
When a model breaks, it is natural to feel that the whole idea was bad. But the test has given you information: one part did not work in that situation. Keep what works, change the weak part and try again. Improving is not starting from nothing.
Improving things you use
You use this process when you move a cushion, change a drawing tool or rebuild a toy bridge after it falls. Notice the problem, make one change and test again. This is how everyday objects become easier, safer or stronger.
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