Here you find helpful materials to build your idea and instructions to use new techniques.


Designing & Prototyping with data (manual)

Students learned how data might be used in designing new products and services. They first learned about the different types of data that can be collected and then, with the help of experts, they ideated solutions to sustainability challenges, which they developed further through rapid prototyping. The focus was on creating physical devices, such as wearables, rather than screen-based products. Students were encouraged to present their prototypes by acting out their use.

Design your future monster (manual)

Workshop Manual: This is a multi-day workshop for children aged 6-12, where they build future monsters out of old electrical appliances and packaging waste. These monsters respond to urgent environmental issues such as garbage, microplastics, the climate crisis or sustainable mobility. In order to magnify the children's ideas, electronic technology becomes an integral part of artistic-creative expression and playfully model solutions.

Smart Accessories for Higher Bicycle Usage (manual)

Workshop Manual: Using the Smard Cardboard Prototype, students (14 to 16 years) of the BHAK/BHAS Hallein (near Salzburg) developed bicycle accessories to encourage more people to use the bicycle. With the help of experts they also thought about the feasibility, the target group and presented their prototypes and ideas at the end in a public final presentation.

Project Canvas

Picture the problem you want to tackle in a way that it becomes clear and compelling enough to make other people care so much they want to help solving the problem. This exercise will engage the group in finding a common purpose and spark them to solve the problem together.

Analog Programming

Programming for younger kids is often very abstract and the logic not always that easy to understand. A first exercise to ease the kids 'real' programming on the PC is to have some prior analog programming.