ROBOVERSE PROGRAM

RoboVerse DESIGN™

Don’t start with the solution. Start with the person.

ROBOVERSE DESIGN™

Don’t Start With the Solution. Start With the Person.

Design Thinking & Innovation Program · Ages 11–18

Students investigate real human needs, frame meaningful problems, generate possibilities, build prototypes, gather evidence, and improve ideas until they can create responsible impact.

THE ROBOVERSE DESIGN™ MODEL

D → E → S → I → G → N

D🔍Discover Through EmpathyListen. Observe. Understand.
E🎯Examine & DefineFind the real problem.
S💡Spark IdeasImagine many possibilities.
I🛠️Imagine Through PrototypesBuild to learn.
G🧪Gather EvidenceTest. Listen. Learn.
N🚀Navigate to ImpactImprove. Implement. Create impact.
🌱
Ages 11–14

Creative Problem Solvers™

Understand. Imagine. Make. Improve.

Young designers learn to understand people, uncover meaningful problems, create ideas, prototype, test, and improve together.

Students learn to

  • ✓ Understand other people's needs
  • ✓ Observe and investigate
  • ✓ Interview users
  • ✓ Ask powerful questions
  • ✓ Discover root problems
  • ✓ Brainstorm creative ideas
  • ✓ Sketch possible solutions
  • ✓ Build prototypes
  • ✓ Test ideas with users
  • ✓ Use feedback
  • ✓ Redesign and improve
  • ✓ Collaborate with others
FINAL PROJECTYoung Designer Challenge™

Identify a real problem, understand the people experiencing it, design and build a solution, test it, improve it, and present it.

Select Creative Problem Solvers™ →
🚀
Ages 15–18

Impact Designers™

Understand Deeply. Design Intentionally. Create Impact.

Older students take human-centered design deeper—from research and systems thinking to tested solutions and implementation.

Students learn to

  • ✓ Human-centered research
  • ✓ Empathy mapping
  • ✓ Journey mapping
  • ✓ Problem framing
  • ✓ Root-cause analysis
  • ✓ Stakeholder mapping
  • ✓ Systems thinking
  • ✓ How-Might-We questions
  • ✓ Divergent thinking
  • ✓ Crazy 8s & SCAMPER
  • ✓ Concept development
  • ✓ Rapid prototyping
  • ✓ User testing
  • ✓ Evidence & feedback
  • ✓ Iterative design
  • ✓ Ethical design
  • ✓ Implementation thinking
FINAL PROJECTImpact Design Challenge™

Investigate a meaningful real-world challenge and take it from human-centered research to a tested, improved solution.

Select Impact Designers™ →

EVERY CLASS IS A DESIGN LAB

Learn → Investigate → Design → Make → Test → Reflect

👀OBSERVESee problems differently.
❓QUESTIONChallenge assumptions.
💡IMAGINEGenerate possibilities.
🛠️BUILDTurn ideas into prototypes.
🧪TESTLearn from users.
🔄IMPROVEUse evidence to make solutions better.

DEVELOP THE MINDSET OF A DESIGNER

❤️HUMAN-CENTEREDStart with people.
🔍CURIOUSAsk before assuming.
💡CREATIVEExplore more than one solution.
🛠️EXPERIMENTALBuild to learn.
🔄ITERATIVEImprove through feedback.
⚖️RESPONSIBLEConsider the impact of your design.

BUILD A REAL DESIGN THINKING TOOLKIT

Practical tools for understanding, creating, testing, and improving.

Empathy MapsUser InterviewsPersonasJourney MapsFive WhysProblem TreesHow-Might-We QuestionsBrainstormingCrazy 8sSCAMPERConcept SketchesRapid PrototypesUser TestingFeedback GridsIteration Trackers

SOLVE PROBLEMS THAT MATTER

Design begins in the real world.

🏫 School🌎 Community♻️ Environment💻 Technology🤝 Human Experiences📚 Education🏙️ Public Spaces❤️ Everyday Life

TWO AGE GROUPS. ONE INNOVATION JOURNEY.

🌱Ages 11–14Creative Problem Solvers™Understand. Imagine. Make. Improve.
🚀Ages 15–18Impact Designers™Understand Deeply. Design Intentionally. Create Impact.

STUDENTS COMPLETE THE PROGRAM WITH

🛠️ Original Prototypes🧰 Design Thinking Toolkit📁 Design Portfolio🧪 User-Testing Experience🏆 Final Innovation Challenge🎓 Certificate of Completion

ROBOVERSE DESIGN™

Start With the Person.

❤️ EMPATHIZE🎯 DEFINE💡 IDEATE🛠️ PROTOTYPE🧪 TEST🚀 IMPLEMENT