The Engeineering Design Process
The Engineering Design Process (EDP) must be at the core of every STEM program because it provides a universal and lifelong framework for problem-solving. From engineers and architects to entrepreneurs and everyday thinkers, people use the same iterative cycle of ask, imagine, plan, create, and improve to tackle challenges in their fields. Embedding the EDP builds transferable skills, such as communication, creativity, critical thinking, and collaboration, skills that students will carry far beyond elementary school. It also keeps STEM rigorous by preventing “craft time” and ensuring every project includes a criterion, constraints, data, and iteration. Most importantly, the EDP is equity-minded: it's structured steps and visible success criteria give all learners access to authentic problem-solving. When teachers fail to embed the EDP, activities risk becoming one-off projects rather than meaningful STEM learning experiences. In fact, many fields, such as architecture, product design, and software development, all rely on processes that mirror the EDP. Scientists test hypotheses, architects refine blueprints, product designers iterate through prototypes, and software developers run agile sprints; each following the same cycle of defining problems, generating ideas, prototyping, testing, and improving. This shared framework across disciplines proves that the EDP is not just a classroom tool but a universal model for creating, innovating, and refining solutions throughout life.
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Ask (Define the problem)
What it means: Clarify the need, constraints, success criteria, and who the solution is for (the “user”).
Student language: What problem am I solving? Who needs it? What must it do? What limits do I have (time, materials, size, cost, safety)?
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Imagine (Research & brainstorm solutions)
What it means: Gather facts, look at examples, and generate many ideas before choosing one.
Student language: What have others done? What could work? Let’s sketch 3–5 different ideas.
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Plan (Choose & blueprint)
What it means: Select a promising idea and make a build plan with measurements, materials, steps, and tests.
Student language: Which idea best meets the criteria? What are the exact sizes, parts, and steps? What will I need? How will I test it?
Teacher Tip: Require a scaled sketch, material list, and test plan before any building.
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Create (Build & test a prototype)
What it means: Construct a first version (prototype), test it against the criteria, collect data, and document results.
Student language: Let’s build, try it, measure, and record what happened—even if it “fails.”
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Improve (Iterate & refine)
What it means: Use the test data to change the design, then test agairepeat the cycle.
Student language: Make it better! Based on our data, what will we change first? How will we know it’s better?
Teacher Tip: Just because something works, doesn’t mean you can’t make it better!
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