📐 👟 🎮 🛠️
Lesson

Engineering Design

The Air Jordan 1 started as a rough prototype. The PlayStation began as a clunky gray box bolted to a CD player. How does a first draft become an icon?

🔍
Driving Question
How do engineers turn a rough first idea into a product millions of people use?
🔬 Learning Science Focus 🔍 Phenomenon First 🏷️ Label After Learning 🪜 Stepwise Scaffolds ✏️ Generation Effect ✅ Retrieval Practice

What You'll Be Able to Do

By the end of this lesson, you will be able to:

🎯
Tell the difference between the criteria a design must meet and the constraints that limit it, for any design problem.
6.MS-ETS1-1
🔄
Explain why engineers build prototypes and repeat cycles of designing, testing, and refining instead of building the final product first.
6.MS-ETS1-1
🗣️
Walk through the seven steps of the engineering design process and explain what happens at each step.
6.MS-ETS1-6(MA)
📚 Instructional Design
Why this section exists
  • Tell students the target outcomes before they meet the content.
  • Frame the lesson around distinguishing criteria from constraints and explaining why engineers iterate.
Cognitive science
  • Goal setting
  • Advance organizer
Bloom's / DOK
  • Understand to Analyze
  • DOK 1 to 3 (the "explain why engineers iterate instead of building the final product first" goal reaches cause-and-effect reasoning)
Accessibility considerations
  • Each goal paired with an icon and a standard code
  • Short, plain-language statements
  • One card per goal, no crowding

Words You'll Meet

Choose a card to see what each word means.

📚 Instructional Design
Why this section exists
  • Pre-teach the six terms students will reuse throughout the lesson.
  • Separate criteria from constraints early, since the two are the most confused pair in this unit.
Cognitive science
  • Pre-teaching vocabulary
  • Reduced extraneous load
Bloom's / DOK
  • Remember to Understand
  • DOK 1
Accessibility considerations
  • Click to reveal, no hover
  • One card open at a time
  • Plain, short definitions

Famous Products. Rough First Drafts.

Some of the most famous products in the world did not start out looking famous. They started as clumsy, unfinished first attempts. Click each card to look closer.

👟
The Air Jordan 1
Before the Air Jordan 1 hit stores in 1985, Nike built early versions with rough stitching, test materials, and colors that never shipped. The shoe everyone knows came later.
Why build a "wrong" version of a shoe on purpose?
Click to look closer
🎮
The PlayStation
In 1991, Sony built a strange gray test console years before any store sold one. The PlayStation 1 didn't launch until 1995, and Sony has rebuilt it again and again ever since: PS2, PS3, PS4, PS5.
If the PS1 worked, why keep redesigning it for 30 years?
Click to look closer
🪑
Everything Around You
Your chair, your backpack, your water bottle, your phone: every designed object went through the same hidden journey of early versions, tests, and fixes before it reached you.
What journey do all of these objects share?
Click to look closer
💡 One clue: none of these products were designed in a single try. Each one followed the same repeatable process, and that process has a name.
🤔 If you had to design a brand new sneaker, what would you do first? Sketch it? Build it? Ask who it's for? Keep your answer in mind.
The question: sneakers, game consoles, bridges, and apps are all built using the same step-by-step process. This lesson is about discovering that process and learning to use it yourself.
📚 Instructional Design
Why this section exists
  • Open with familiar products that hide a rough first version, creating a question students want answered.
  • Surface the misconception that famous designs arrive perfect on the first try.
Cognitive science
  • Curiosity gap
  • Phenomenon-based learning
  • Prior knowledge activation
Bloom's / DOK
  • Understand
  • DOK 2
Accessibility considerations
  • Click to reveal, no hover
  • Large card targets with icon and label
  • Short observation text per card

Two Words That Build the World

Before we follow a design from sketch to store shelf, we need two key ideas. They sound similar, but they play different roles.

Key idea 1

Engineering is a field that applies scientific principles to designing and constructing. Engineers use what scientists discover about forces, materials, electricity, and energy to build things that work in the real world.

Key idea 2

Design is the process of planning and building that solves a problem or meets a need. Design always starts with a problem: shoes wear out, games are boring, backpacks hurt your shoulders. The design is the answer.

Engineers design solutions everywhere you look:

👟Sneakers that cushion a jump
🎮Game consoles and controllers
🌉Bridges that hold thousands of cars
📱Phones that fit in a pocket
🚲Bikes, helmets, and skateboards
🏫The building you're sitting in
But wait: a designer can't just build anything they imagine. Every design problem comes with a must-do list and a list of limits.

Engineers have special names for those two lists. Let's meet them.
📚 Instructional Design
Why this section exists
  • Define engineering and design as distinct but linked ideas before the process is introduced.
  • Anchor abstract terms in everyday designed objects students already use.
Cognitive science
  • Concrete to abstract
  • Worked examples
  • Elaboration
Bloom's / DOK
  • Understand
  • DOK 2
Accessibility considerations
  • Key terms defined in place
  • Icon-labeled example chips
  • Color coding introduced and reused later

Criteria vs. Constraints

Every design problem begins with the same question: what are the criteria and constraints? Compare the two cards below. The colors will follow these ideas through the whole lesson.

Criteria
What the design MUST DO
  • The specific requirements that a design must meet
  • They describe success: if the design meets the criteria, it works
  • Ask: "What does it have to do?"
  • Example: a basketball shoe must grip the court and support the ankle
Constraints
What LIMITS the design
  • The limitations that affect the design process
  • They set boundaries: money, time, materials, size, safety rules
  • Ask: "What holds the design back?"
  • Example: the shoe must cost under $100 to make and be ready by fall
🧠 Memory trick: Criteria = the checklist the design must complete. Constraints = the chains that hold the design back.
🎒 You Be the Engineer: Sort the Backpack Brief

Your design team is building a new school backpack. The client sent over six notes. For each one, decide: is it a criterion (something the backpack must do) or a constraint (a limit on the design)?

Now you know the rules. Criteria tell you what winning looks like, and constraints fence in the playing field. Next question: what do engineers actually do with those rules? They follow a cycle.
📚 Instructional Design
Why this section exists
  • Make the criteria-versus-constraint distinction concrete with a side-by-side contrast.
  • Have students classify real design notes, the exact skill 6.MS-ETS1-1 asks for.
Cognitive science
  • Comparison and contrast
  • Generation effect
  • Immediate feedback
Bloom's / DOK
  • Understand to Analyze
  • DOK 2 (sorting each statement into criterion or constraint is classification, not recall)
Accessibility considerations
  • Side-by-side comparison cards
  • Large button targets with keyboard focus styles
  • Feedback explains each answer in place

The Engineering Design Process

Engineers everywhere follow the same seven-step cycle, from sneaker designers to NASA. Click each step to reveal what happens there. Open all seven to complete the cycle.

Steps explored: 0 / 7
🎉 You've explored the whole cycle! Notice the loop in the middle: TEST and IMPROVE feed back into each other. That loop is where great designs are made.
🔁 Important: this is a cycle, not a straight line. When a test fails, engineers don't quit. They go back to IMPROVE, or even all the way back to IMAGINE, and run the loop again.
🧩 Rebuild the Cycle

The steps below got scrambled. Click them in the correct order, starting with the step where you define the problem.

So what does step 4, CREATE, actually produce? Not the final product. Engineers build something rougher first, on purpose. It has a name, and you saw two famous examples at the start of this lesson.
📚 Instructional Design
Why this section exists
  • Lay out the seven-step cycle and stress that test and improve form a loop, not a dead end.
  • Counter the idea that engineers try one solution and stop.
Cognitive science
  • Dual coding
  • Productive struggle
  • Misconception checking
Bloom's / DOK
  • Understand to Analyze
  • DOK 2 (reordering the scrambled steps requires reasoning about sequence, not just naming them)
Accessibility considerations
  • Click to reveal each step, no hover
  • Steps numbered, icon-labeled, and color-coded
  • Order builder gives keyboard focus and clear feedback

Prototypes and Iterations

Remember the rough Air Jordan and the gray 1991 test console from the start of the lesson? Now you can name what they were.

Key idea

A prototype is an early model of a design that is tested and refined. The Air Jordan 1, 2, and 3 each had prototypes: rough versions built to answer questions like "does it grip?", "does it last?", and "does it look right?" before millions of pairs were made.

Key idea

Iterations are the repeated cycles of designing, testing, and refining. Each trip around the design cycle is one iteration, and each iteration makes the design a little better.

🔮 Predict first: Sony's PlayStation prototype was built in 1991. The PS5 came out in 2020. Counting the prototype, how many major versions do you think Sony built in those 29 years?
🎮 Iteration in Action: The PlayStation Timeline
🔧
Prototype
1991
🎮
PlayStation 1
1995
🎮
PlayStation 2
2000
🎮
PlayStation 3
2006
🎮
PlayStation 4
2013
🎮
PlayStation 5
2020
PlayStation 6
202?

Seven versions and counting: that's iteration. Each console was designed, tested by millions of players, and refined into the next one. The cycle never really ends.

👟 Same story at Nike: Air Jordan 1, then 2, then 3. Each shoe was an iteration that fixed problems and added improvements discovered by testing the one before it.
⚠️ Key insight: a prototype that fails a test is not a disaster. It's data. Finding a problem in a cheap early model is far better than finding it after a million units ship.
📚 Instructional Design
Why this section exists
  • Name the rough early versions from the hook as prototypes and iterations.
  • Reframe a failed test as useful data, directly addressing "failure means the project failed."
Cognitive science
  • Predict before reveal
  • Dual coding
  • Misconception checking
Bloom's / DOK
  • Understand to Analyze
  • DOK 2
Accessibility considerations
  • Prediction gates the timeline so students commit first
  • Labeled timeline paired with text caption
  • Short, parallel callout cards

A Worked Example: The Locker Organizer

Here's the whole process applied to a problem you might actually have: a messy school locker. Read each chunk one at a time and watch how criteria, constraints, prototypes, and iterations all show up.

1
ASK + IMAGINE
The problem: books and supplies avalanche out of the locker every morning. Criteria: it must hold 5 books, keep small supplies visible, and load in under 10 seconds. Constraints: it must fit a 12-inch-wide locker, cost under $15, and use no permanent glue. The team brainstorms shelves, hooks, magnetic bins, and hanging pockets.
2
PLAN + CREATE + TEST
The team selects the hanging-pocket idea and sketches it. They build a prototype from cardboard and duct tape, then test it: books fit, but the bottom pocket rips on day two. The test fails one criterion: it can't hold 5 books.
3
IMPROVE + SHARE
Next iteration: reinforce the bottom pocket with fabric. Test again: it holds. Now the team can share the design and show the client exactly how it meets every criterion and stays inside every constraint.
✏️ Your turn to think: pick any object in the room. Name one criterion its designer had to meet and one constraint they had to work within. If you can do that, you're reading the world like an engineer.
The big picture: the design process isn't only for companies. Science fair projects, class builds, even reorganizing your room follow the same loop: ask, imagine, plan, create, test, improve, share.
📚 Instructional Design
Why this section exists
  • Walk the full cycle through one relatable problem so every term appears together in context.
  • Show a test failing one criterion, then a redesign that fixes it, modeling evidence-based improvement.
Cognitive science
  • Worked example
  • Chunking
  • Transfer
Bloom's / DOK
  • Understand to Analyze
  • DOK 2
Accessibility considerations
  • Process broken into three numbered chunks
  • Criteria and constraints color-coded in the text
  • Closing prompt invites a low-stakes personal example

Brain Check

Two quick questions before we put it all together. These are not graded. Pulling answers from memory now will help them stick.

Quick Recall · 1 of 2
Answer from memory. Not graded.
Your prototype fails its test. According to the design cycle, what should you do next?
Quick Recall · 2 of 2
Answer from memory. Not graded.
Why do engineers build a prototype instead of going straight to the final product?
📚 Instructional Design
Why this section exists
  • Give a low-stakes retrieval check before the synthesis section.
  • Target the two ideas most worth strengthening: looping back after a failed test and why prototypes come first.
Cognitive science
  • Retrieval practice
  • Feedback loops
Bloom's / DOK
  • Remember to Apply
  • DOK 1 to 2
Accessibility considerations
  • Ungraded and low stakes
  • Answer explanations provided
  • Retry option with keyboard-accessible radios

Pulling It All Together

Three beats to remember, then every key term in one table.

🔍 The Mystery, Solved
First drafts are the plan, not the failure.
The rough Air Jordan and the gray 1991 console were prototypes: early models built to be tested and refined. Famous products look polished because of all the unpolished versions that came first.
📏 The Rules
Every design has a must-do list and limits.
Criteria are the requirements a design must meet. Constraints are the limitations that hold it back. Engineers check both every time they test.
Criteria = must do Constraints = limits
🔁 The Engine
Design is a loop, not a line.
ASK, IMAGINE, PLAN, CREATE, TEST, IMPROVE, SHARE. Each trip around the loop is an iteration, and each iteration makes the design better.
Iterate = repeat + refine
TermWhat It MeansExample
Engineering A field that applies scientific principles to designing and constructing. Using physics about forces to design a bridge.
Design The process of planning and building that solves a problem or meets a need. Creating a backpack that stops shoulder pain.
Criteria The specific requirements that a design must meet. The shoe must grip the court and support the ankle.
Constraints The limitations that affect the design process. Budget under $15, must fit a 12-inch locker.
Prototype An early model of a design that is tested and refined. The 1991 gray PlayStation test console.
Iterations The repeated cycles of designing, testing, and refining. PS1 → PS2 → PS3 → PS4 → PS5, each one improved.
Design Process The seven-step cycle engineers follow to solve problems. ASK → IMAGINE → PLAN → CREATE → TEST → IMPROVE → SHARE
Ready to prove it? The quiz below gives you brand new design problems. Use your criteria-vs-constraints radar and your knowledge of the cycle.
📚 Instructional Design
Why this section exists
  • Consolidate the lesson into three big beats and one term-by-term table.
  • Resolve the opening mystery so the phenomenon and the vocabulary close together.
Cognitive science
  • Schema building
  • Coherent narrative
  • Dual coding
Bloom's / DOK
  • Understand to Analyze
  • DOK 2 to 3 (students connect prototype, criteria, constraints, and iteration into one explanation)
Accessibility considerations
  • Three short beats before the reference table
  • Summary table pairs each term with a meaning and example
  • Consistent color coding from earlier sections

Check Your Understanding

Ten questions covering everything you discovered, including brand new design problems to solve. Answer every question, then submit.

Your score will not be sent Your score will be sent to your teacher
0 / 10 selected
🧠 Show Your Thinking

Engineers don't just pick a design. They defend the choice.

Write your own explanation first. Then submit your work to compare your thinking with a model answer.

A team is designing a phone case. Its criterion: survive a 2-meter drop. Its constraint: cost under $5 to make. Their first prototype survives the drop, but it costs $9. A teammate says, "It passed the drop test, so let's sell it." Make a claim about what the team should do next, back it with evidence from the design, and explain your reasoning. Use the word iterate.

One strong way to say it Claim: The team should not sell the case yet; they should build a new prototype and test it again. Evidence: the design has a criterion (survive a 2-meter drop) and a constraint (cost under $5), and the current prototype meets the criterion but breaks the constraint, costing $9 instead of under $5. Reasoning: a design succeeds only when it meets its criteria and stays inside its constraints, so passing one test is not enough. A failed prototype is useful data, not a finished product, so the team should iterate: redesign with cheaper materials, test the new version, and repeat until the case survives the drop and costs under $5.

🔍 The Mystery You Came In With You started this lesson with one question: "How do engineers turn a rough first idea into a product millions of people use?" If you can explain criteria, constraints, prototypes, and iteration, you've solved the mystery.
📚 Instructional Design
Why this section exists
  • Measure understanding with ten items, including new design problems students have not seen.
  • Offer practice mode for self-check and classroom mode for teacher reporting.
Cognitive science
  • Retrieval practice
  • Transfer
  • Feedback loops
Bloom's / DOK
  • Understand to Apply
  • DOK 1 to 2 (mix of recall and applying criteria-versus-constraint reasoning to fresh scenarios)
Accessibility considerations
  • Practice mode works independently with no submission
  • Plausible, evenly placed options
  • Progress bar and required fields before classroom submit

More Learning

Engineering design connects to everything you build and test in science class. Extension challenges: redesign your own backpack on paper. List 3 criteria and 3 constraints, sketch a prototype, and trade with a partner to "test" each other's designs. Or pick a product you use daily and research how many iterations it went through before the version you own.

🚀
More Coming Soon
The lesson is just the beginning. More investigations, simulations, and challenges are coming soon.
Coming Soon
📚 Instructional Design
Why this section exists
  • Offer hands-on extensions where students run their own design cycle and peer-test a partner.
  • Link forward to lessons that deepen the test, materials, and measurement steps.
Cognitive science
  • Transfer
  • Interest-driven extension
  • Metacognition
Bloom's / DOK
  • Apply to Analyze
  • DOK 2 to 3 (the backpack challenge asks students to set criteria and constraints, prototype, and revise from a partner's test)
Accessibility considerations
  • Optional and self-paced
  • No penalty for skipping
  • Linked cards are clearly categorized and color-coded