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Level 2 Unit 1 Invention and Innovation Vocabulary List

1. creativity - The ability or power to produce original thoughts or ideas based on reasoning and
judgment. The quality of being creative or the ability to create. Creativity has resulted in
innovations to technology.
2. technology - The practical application of knowledge especially in a particular area such as
engineering or medical technology. Human innovation in action that involves the generation of
knowledge and processes to develop systems that solve problems. Technology is the capability
given by the practical application of knowledge such as a car’s fuel saving technology.
Technology is also a way of accomplishing a task especially using technical processes, methods,
or knowledge such as new technologies for information storage.
3. invention – A new product or system that has never existed before. A process of turning ideas
into devices or systems.
4. inventor - The person who first comes up with a brand new idea or thing. Inventors are:
flexible thinkers, willing to explore and research things from a variety of different resources;
insightful, persistent people who view obstacles or problems that occur through the inventive
process as challenges to overcome; and willing to explore any idea, no matter how impossible it
may seem.
5. innovation - The process of modifying an existing product or system to improve it.
Innovation is an improvement of an existing technological product, system, or method of doing
something.
6. innovator - A person who introduces new and improved methods, ideas, or products.
Innovators document their design solutions with great detail to ensure that it is manufactured to
address the problem it was designed to solve.
7. science – The study of the natural world through observation, identification, experimental
investigation, and theoretical explanations.
8. engineering – The profession involved in the development of processes, products, and
systems that benefit humankind.
9. engineering design process (EDP) – A methodical series of steps that engineers use in
creating functional products and processes. The process is highly iterative or repetitive - parts of
the process often need to be repeated many times before another can be entered - though the
part(s) that get iterated and the number of such cycles in any given project can be highly
variable. The EDP is similar to our IB MYP Design Cycle. The engineering design process
involves a series of steps that lead to the development of a new product or system. The steps of
the engineering design process may be worded in a variety of ways, but here are two ways: (a)
Explore Ideas, Identify the Challenge, Plan and Develop, Create the Solution, Test and Evaluate,
Refine the Design, Present the Solution; and (b) Define the Problem, Do Background Research,
Specify Requirements, Brainstorm Solutions, Choose the Best Solution, Do Development Work,
Build a Prototype.
10. brainstorming - A process of spontaneous thinking used by an individual or by a group of
people to generate numerous alternative ideas while deferring judgment. The name given to a
situation when an individual but – because of synergy - preferably a group of people meet to
generate new ideas around a specific area of interest. Using rules, which remove inhibitions,
people are able to think more freely, develop synergy, and move into new areas of thought and
so create numerous new ideas and solutions. Characteristics of brainstorming include (a)
spontaneous thoughts to generate numerous ideas to solve a problem; write each spoken idea
down as it is given and move on; and the more ideas an individual or group thinks of, the more
likely are to be quality ideas. Introduced by Alex Osborn in his book Applied Imagination,
brainstorming is the crux of each of the stages of all problem-solving methods. Osborn’s rules
for brainstorming are: NO CRITICISM ALLOWED. People tend to automatically evaluate each
suggested idea—their own as well as others. Both internal and external criticisms are to be
avoided while brainstorming. Neither positive nor negative comments are allowed. Either type
inhibits the free flow of thought and requires time, which interferes with the next rule. Write
each spoken idea down as it is given, and move on. WORK FOR QUANTITY. Alex Osborn
stated that "Quantity breeds quality." People must experience a "brain drain" (get all the
common responses out of the way) before the innovative, creative ideas can surface; therefore,
the more ideas, the more likely they are to be quality ideas. HITCHHIKING WELCOME.
Hitchhiking occurs when one member's idea produces a similar idea or an enhanced idea in
another member. All ideas should be recorded. FREEWHEELING ENCOURAGED.
Outrageous, humorous, and seemingly unimportant ideas should be recorded. It is not
uncommon for the most off-the-wall comment to be one wherein lies the solution for the
problem.
11. prototype – A full size working model used to test a design.
12. product - A tangible artifact produced by means of either human or mechanical work, or by
biological or chemical.
13. artifact – A human-made object.
14. criterion – A desired specification of a product or system.
15. constraints – A limit to the design process,
16. Scamper – A technique based on the notion that everything new is a modification of
something that already exists.
17. specialization of function – Innovation often involves decreasing the overall capabilities of
a product or system in order to increase its ability to perform a more narrow or specific task very
efficiently. This process is called specialization of function.
18. systems - A set of related parts; together, they form a whole, designed to accomplish some
purpose.
19. problem solving – The process of finding solutions to difficult or complex issues. The
problem solving steps are similar to both our IB MYP Design Cycle and the Engineering
Design Process.
20. process - The study of the natural world through observation, identification, description,
experimental investigation, and theoretical explanations.

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