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On Friday, we discuss careers in computing: https://www.youtube.com/watch?v=bPwDIDIZWmg
This part of the Design Cycle is where your thinking turns into a real plan. You’re moving from understanding the problem (Section A) to designing the blueprint for your solution. It’s not just about being creative — it’s about being intentional, logical, and clear.
When you “develop ideas,” you’re answering the question:
What will my solution actually look like, and how will it work?
This is a big deal because a great idea without a clear plan is just a dream. In this section, you build the bridge between imagination and execution.
Develop Design Specifications
You set the rules of success — the measurable criteria your final product must meet.
These come directly from your research and problem analysis in Section A.
Example: “My app must load within 2 seconds” or “My poster must be readable from 2 meters away.”
Big deal: This makes your project testable and objective.
Develop a Range of Ideas
You sketch, brainstorm, or prototype multiple possible designs — not just your first thought.
You might explore different layouts, algorithms, or interface ideas.
Big deal: You’re learning to think like a designer — exploring options before committing.
Present the Chosen Design
You choose your final idea and present it clearly, showing why it best meets your specifications.
Include annotated drawings, mockups, or pseudocode.
Big deal: You justify decisions using evidence — this shows reasoned design thinking, not guesswork.
Create a Planning Drawing or Diagram
You show detailed plans that explain exactly how your solution will be made.
In programming, this could be flowcharts, wireframes, or class diagrams.
Big deal: Anyone should be able to follow your plan and recreate your solution.
You’re learning to design with purpose. Every decision must be reasoned, not random.
You build discipline in creative work. It’s not enough to have ideas — they must be planned and communicated.
You create evidence of thinking. Section B shows how you got from problem to solution, which is essential for both learning and assessment.
Section A is asking, “What’s the problem?”
Section B is saying, “Here’s exactly how I’m going to solve it.”
It’s the design version of writing a game plan before the match — the step that ensures your creativity actually works when it’s time to build.