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Mighty Morphin Power Designers

About Us

We are the Mighty Morphin Power Designers. We are a group of 8th grade students at William C. Longstreth Elementary School. We saw a lot of work last year with Mr. Rocco's team in the classroom and it looked like fun. We wanted to join this year to change lots of things, one at a time. We are a mix of new students and long-time Strethers. Our names are Brianna, Jayden, Rashay, Nia, Najmah, Sameer, and Saraiah.

 

Our Progress

Due Assignment Max Points Our Points
Oct 31
Reading the instructions is always a good way to start. Now that you know how to play, pull this game out from time to time and exercise your creative talents. Sub in other items you have in your classroom--you can play this game and build your creativity skills with any item!
Sep 29
10
15Welcome to DT Philly! We're excited to meet you and see the great work you will do!
Oct 6
10
10What fun examples--who would NOT want to become Mr. Rocco through a Snapchat filter? There's a good chance the prototypes you develop for your own design project this year will represent experience, system, industrial, or interior design!
Oct 31
20
20Thanks for having us out today! Make sure you remember all the tools we discussed today as you move forward with your design projects over the course of DT Philly.
Oct 27
Oct 13
10
10Wow, you considered quite a lot of problems and selected an intriguing one--we can't wait to see what you learn during your research! You might find the Fresh Perspectives bonus activity helpful as you consider how different types of "users" might have different behaviors, needs, motivations, and attitudes.
Oct 20
10
10Nice job diagramming your problem and various concerns! Are students interested in and motivated by the things they can get with their reward dollars? Your description of your design challenge indicated that students have trouble keeping track of their reward money--do you plan to look at the part of the system where students receive their rewards dollars?
Oct 27
20
16There are all good thoughts and considerations. As you think about these different pools of users, consider what habits or motivations they share. This will help you identify needs or wants that you can design for to make sure your solution makes things better for different types of users. Or you may decide at some point to focus on one user group---if so, you want that to be a conscious design decision, and not just because you weren't considering all of your potential users!
Nov 17
Oct 27
10
Nov 3
10
10It sounds like you learned some good information during your research. Do students know how they can earn Scholar Dollars--are there specific rules, and do all teachers and students understand and oberve them? And what did you learn about the problem of students losing their Scholar Dollars before they can use them?
Nov 9
10
10We like the way you used your research findings to refine the scope of your design challenge. Keeping students' rewards secure and helping them keep track of what they've earned sound like good outcomes to brainstorm around. With regard to helping students earn more and having teachers give out more...is that a question of helping both sides understand and use the system, or is that more about encouraging and motivating students to do what they need to do to earn rewards?
Nov 17
20
20Thanks for watching this video and learning about some of the dangers of shallow research. Take care to do thorough research and consider all perspectives on your problem so your design can help address your problem in a thoughtful way without creating new problems. Your solution will have to work in your classroom/school environment--are you considering all of the things that a chair has to withstand in the course of a school day or school year? Dig deep!
Dec 8
Nov 17
10
10You thought about a lot of important considerations here--we like that you're considering everything from educating people about the program, to motivating people to participate, to developing a variety of objects and systems that could help students organize, track, and use their reward dollars!
Dec 1
10
Dec 8
20
Jan 5
Dec 8
10
Dec 15
10
Dec 22
10
Jan 12
20
Jan 19
Jan 5
10
Jan 12
10
Jan 19
20
Jan 29
Jan 19
10
Jan 29
10
Jan 29
20

Badges

Start Up- Zeroll Badge

Congratulations!  You're starting to see things with a designer's eye.  Great design comes from moments of discovery such as noticing a problem or an opportunity.  Sherman Kelly did just that in 1933 when he noticed a young ice cream server who had blisters on her hands from dishing out hard ice cream.  Kelly designed a new scoop made of cast aluminum that had fluid in the handle to transfer heat from a person's hand. This feature lightly softened the ice cream, making it easier to scoop.  In addition, the scoop efficiently rolled the ice cream into balls and did not have breakable parts.  The Zeroll scoop is one of the best in the business.  You can even find one on display in New York’s Museum of Modern Art!

Empathy- Better Shelter Badge

Thanks for taking a walk in someone else's shoes!  Designers empathize deeply to understand the people they are helping, just as Ikea and Better Shelter did when they set out to create safer and more dignified housing for refugees.  The resulting "flat pack" shelter can be assembled by 4 people in just 4 hours, is built to last three years, and features durable walls for privacy, windows for light, a locking door for security, and a solar panel that powers an overhead light and can charge a cell phone. Also, the ceiling is high enough to allow a person to stand up straight.  Over 16,000 units have been distributed, and the shelter won the Design Museum of London's Beazley Design of the Year award in 2016. 

Define - Woodland and Silver Badge:

Nice work!  Research requires patience and persistence.  Just ask Norman Woodland and Bernard Silver, who were working and studying at Drexel in 1948 when they overheard a supermarket owner ask the school president for help developing an automated system to read product information at checkout.  They settled on a design—the barcode—resembling linear Morse code and obtained a patent in 1952.  But it took much more work over many years before their vision could be fully realized, and it was in 1974 that the first product—chewing gum—was scanned at checkout.

Ideate - AP Thailand Badge:

Way to get creative!  It's not always easy to see everyday things or experiences with new eyes, but that's exactly what AP Thailand, a real estate company, did in a crowded neighborhood in Bangkok where there was no room to build soccer fields.  AP Thailand literally thought outside the box and designed non-traditional fields to fit into spaces that were considered unusable.  These unusual soccer fields are a hit with residents who now have a place to play their favorite sport.

Prototype - C.B.E. Badge:

Far out!  Drinking out of a cup is something we take for granted, but in space, nothing is simple.  Until recently, astronauts have had to drink from tubes inserted into special beverage pouches.  Then, some engineers came up with an idea for a specially-shaped cup that uses principles of physics to keep liquid from floating away in the zero-gravity environment of the International Space Station.  In 2015, astronauts on the ISS began using 3D printed prototypes of the cup as part of the Capillary Beverage Experiment (C.B.E.).

Test - Waymo Badge:

Now you get the picture…testing is very important!  How else will you know that your idea solves your problem (and doesn’t cause unintended consequences)?  In 2009 Google began testing concepts for a self-driving car, beginning with a retrofitted Prius operating on rural roads.  As their design evolved, their testing became more sophisticated, moving onto highways and then to more complex urban environments.  The self-driving car project, which Google spun off as an independent company called Waymo, has advanced its design so far that they are now conducting a public test of self-driving cars with residents of Phoenix, AZ.

DT Philly - StoryCorps Badge:

Hooray—you are on your way to getting your story out!  You want your audience to empathize with the people you are designing for, and to understand the steps, goals, and outcomes of your design process and solution.  Take a page from StoryCorps, an organization that collects and shares stories to help people understand one another’s experiences and perspectives.  Story Corps uses audio recordings, pictures, and animations to bring stories to life.  How will you tell the story of your project?

To earn this badge, collaborate on a task with a mentor or design consultant.

Collaborator Badge