Six tracks.
Self-paced curriculum.

Browse the full library by learning track — modules, sessions, and hands-on challenges students complete at their own pace inside the platform.

6 Tracks
40 Modules
315 Challenges
Track 1

Spatial Thinking

CAD, flat-pack builds, drawing, and mechanisms.

1

CAD: Solids and Space

Master the foundational skills, principles, and builds of CAD: Solids and Space.

Hands-on module for CAD: Solids and Space in Track 1.

1.1.1 — Dax’s Card Vault

Session 1.1.1: Dax’s Card Vault — Designing Around an Object — Subtractive Design in CAD

1.1.2 — Dax’s Card Battle Station

Session 1.1.2: Dax’s Card Battle Station — Precision & Patterns — Align, Group, Repeat in CAD

1.1.3 — Dax’s Desk Nameplate

Session 1.1.3: Dax’s Desk Nameplate — Words as Geometry — Additive & Subtractive Text in CAD

1.1.4 — Dax’s 200 ml Challenge

Session 1.1.4: Dax’s 200 ml Challenge — Engineering Backwards — Volume, Walls & Floor Constraints in CAD

1.1.5 — Make the Real Thing in 3D

Session 1.1.5: Make the Real Thing in 3D — Observation & Form — Curves, Bevels & Real Objects in CAD

Key Output: CAD: Solids and Space verified physical & digital artifacts.
Sessions: 5 published
2

CAD: Parts That Fit

Master the foundational skills, principles, and builds of CAD: Parts That Fit.

Hands-on module for CAD: Parts That Fit in Track 1.

1.2.1 — A Peg and a Hole

Session 1.2.1: A Peg and a Hole — Peg and hole test blocks with 0.0, 0.2, and 0.4mm clearance gaps.

1.2.2 — Lids, Clips, and Closures

Session 1.2.2: Lids, Clips, and Closures — Box with self-locating snap-fit lid.

1.2.3 — Assemblies and Clearance

Session 1.2.3: Assemblies and Clearance — 3-part stacked assembly that fits without filing.

1.2.4 — A Case for a Real Thing

Session 1.2.4: A Case for a Real Thing — Enclosure custom-fitted to a specific real-world object (phone, flash drive).

Key Output: CAD: Parts That Fit verified physical & digital artifacts.
Sessions: 4 published
3

Flat to Form

Master the foundational skills, principles, and builds of Flat to Form.

Hands-on module for Flat to Form in Track 1.

1.3.1 — The Slot and the Tab

Session 1.3.1: The Slot and the Tab — A 6-sided cube made from flat card pieces with slot-and-tab joints.

1.3.2 — Thickness Is a Number

Session 1.3.2: Thickness Is a Number — Rebuilding the slot cube for a thicker material.

1.3.3 — Inside Versus Outside

Session 1.3.3: Inside Versus Outside — Flat-pack box sized to fit a specific deck of cards.

1.3.4 — Unrolling Curves

Session 1.3.4: Unrolling Curves — Cylinder and cone built from unrolled flat patterns.

1.3.5 — Flat-Pack Something Useful

Session 1.3.5: Flat-Pack Something Useful — A working phone stand or organizer from flat sheet parts only.

Key Output: Flat to Form verified physical & digital artifacts.
Sessions: 5 published
4

Drawing to Communicate

Master the foundational skills, principles, and builds of Drawing to Communicate.

Hands-on module for Drawing to Communicate in Track 1.

1.4.1 — Draw It So Someone Can Build It

Session 1.4.1: Draw It So Someone Can Build It — Freehand 3-view drawing handed to a partner to build without speaking.

1.4.2 — Orthographic Projection, Properly

Session 1.4.2: Orthographic Projection, Properly — Formal 3-view orthographic drawing with hidden lines.

1.4.3 — Dimensions and Tolerance

Session 1.4.3: Dimensions and Tolerance — Dimensioned drawing detailed enough to send to another room.

1.4.4 — One-Point Perspective

Session 1.4.4: One-Point Perspective — One-point perspective sketch of a room and desk object.

1.4.5 — Two-Point and Concept Sketching

Session 1.4.5: Two-Point and Concept Sketching — Fast 2-point perspective concept sketches of product ideas.

Key Output: Drawing to Communicate verified physical & digital artifacts.
Sessions: 5 published
5

Motion and Mechanisms

Master the foundational skills, principles, and builds of Motion and Mechanisms.

Hands-on module for Motion and Mechanisms in Track 1.

1.5.1 — The Lever and the Pivot

Session 1.5.1: The Lever and the Pivot — Cardboard lever lifting a heavy object with minimal finger force.

1.5.2 — The Grabber

Session 1.5.2: The Grabber — Cardboard scissor-linkage claw that grabs objects from across table.

1.5.3 — Four-Bar Linkages

Session 1.5.3: Four-Bar Linkages — Four-bar linkage with traced output motion path.

1.5.4 — Cams and Followers

Session 1.5.4: Cams and Followers — Cam mechanism converting rotation into rhythmic up-down motion.

1.5.5 — Gears and Ratio

Session 1.5.5: Gears and Ratio — Gear train where output turns much slower but with higher torque.

1.5.6 — Pulleys, Belts, and Bands

Session 1.5.6: Pulleys, Belts, and Bands — Pulley system transmitting power across a 12-inch distance.

1.5.7 — Mechanism Chain

Session 1.5.7: Mechanism Chain — Capstone mechanism combining lever, cam, and gear in series.

Key Output: Motion and Mechanisms verified physical & digital artifacts.
Sessions: 7 published
Track 2

Systems Thinking

Sense, decide, act — inputs, outputs, and whole systems.

1

Your First System

Master the foundational skills, principles, and builds of Your First System.

Hands-on module for Your First System in Track 2.

2.1.1 — Dax’s Secret Signal

Session 2.1.1: Dax’s Secret Signal — Programming Behavior & Timing — One LED, Code & Rhythms

2.1.2 — An LED You Wired Yourself

Session 2.1.2: An LED You Wired Yourself — Wiring an external LED to Pin 9 on breadboard.

2.1.3 — Three LEDs and Pins

Session 2.1.3: Three LEDs and Pins — Traffic light sequence with Red, Yellow, Green LEDs.

2.1.4 — The Buzzer: Making Noise on Purpose

Session 2.1.4: The Buzzer: Making Noise on Purpose — Piezo buzzer generating tones and frequency sweeps.

Key Output: Your First System verified physical & digital artifacts.
Sessions: 4 published
2

Inputs: Sensing the World

Master the foundational skills, principles, and builds of Inputs: Sensing the World.

Hands-on module for Inputs: Sensing the World in Track 2.

2.2.1 — The Button: Digital Input

Session 2.2.1: The Button: Digital Input — Reading button state and reporting press events.

2.2.2 — The Dial: Analog Range Input

Session 2.2.2: The Dial: Analog Range Input — Reading potentiometer dial position as numbers from 0 to 1023.

2.2.3 — Seeing Numbers: Serial Plotter

Session 2.2.3: Seeing Numbers: Serial Plotter — Plotting live analog signals visually on screen graph.

2.2.4 — The Light Sensor (LDR)

Session 2.2.4: The Light Sensor (LDR) — Measuring room brightness levels with LDR voltage divider.

2.2.5 — The Distance Sensor (HC-SR04)

Session 2.2.5: The Distance Sensor (HC-SR04) — Measuring physical distance to objects in centimeters.

Key Output: Inputs: Sensing the World verified physical & digital artifacts.
Sessions: 5 published
3

Outputs: Acting on the World

Master the foundational skills, principles, and builds of Outputs: Acting on the World.

Hands-on module for Outputs: Acting on the World in Track 2.

2.3.1 — Light as a Message

Session 2.3.1: Light as a Message — **Make:** A status indicator using one LED to say four different things. **Absorb:** Outputs are how

2.3.2 — Sound as a Message

Session 2.3.2: Sound as a Message — **Make:** A buzzer giving audible feedback for three different events. **Absorb:** Pitch, duration,

2.3.3 — Motors: Making Things Move

Session 2.3.3: Motors: Making Things Move — **Make:** A DC motor driving a wheel, an arm, or a flag. **Absorb:** Motors need more power than a p

2.3.4 — Servos and Position

Session 2.3.4: Servos and Position — **Make:** A servo moving to specific angles on command. **Absorb:** Position control versus speed co

2.3.5 — Screens and Displays

Session 2.3.5: Screens and Displays — **Make:** A display showing a live sensor value in a readable form. **Absorb:** Raw numbers are not

Key Output: Outputs: Acting on the World verified physical & digital artifacts.
Sessions: 5 published
4

What’s Actually Flowing

Master the foundational skills, principles, and builds of What’s Actually Flowing.

Hands-on module for What’s Actually Flowing in Track 2.

2.4.1 — Thresholds: When Is It Dark?

Session 2.4.1: Thresholds: When Is It Dark? — Night light that turns on when room light drops below custom threshold.

2.4.2 — Stopping the Flicker (Hysteresis)

Session 2.4.2: Stopping the Flicker (Hysteresis) — Night light that stays steady at light threshold transitions without flickering.

2.4.3 — Two Conditions at Once

Session 2.4.3: Two Conditions at Once — Alarm system that sounds only when dark AND button is pressed.

2.4.4 — Zones: Near, Close, Too Close

Session 2.4.4: Zones: Near, Close, Too Close — 3-zone parking sensor indicator (Green=Safe, Yellow=Warning, Red=Stop).

Key Output: What’s Actually Flowing verified physical & digital artifacts.
Sessions: 4 published
5

Building It Properly

Master the foundational skills, principles, and builds of Building It Properly.

Hands-on module for Building It Properly in Track 2.

2.5.1 — The Breadboard

Session 2.5.1: The Breadboard — **Make:** A circuit moved from alligator clips onto a breadboard. **Absorb:** Rows, rails, and the i

2.5.2 — Power Budget and Batteries

Session 2.5.2: Power Budget and Batteries — **Make:** A build running untethered on batteries, with runtime measured. **Absorb:** Everything cos

2.5.3 — When the Brain Isn’t Enough

Session 2.5.3: When the Brain Isn’t Enough — **Make:** A transistor or driver switching a load the microcontroller can’t handle. **Absorb:** Swit

2.5.4 — Debugging as a Method

Session 2.5.4: Debugging as a Method — **Make:** A deliberately broken circuit, diagnosed and fixed to a written procedure. **Absorb:** Sys

2.5.5 — Soldering and Permanence

Session 2.5.5: Soldering and Permanence — **Make:** A small circuit soldered onto stripboard and tested. **Absorb:** The difference between a

Key Output: Building It Properly verified physical & digital artifacts.
Sessions: 5 published
6

Architecture

Master the foundational skills, principles, and builds of Architecture.

Hands-on module for Architecture in Track 2.

2.6.1 — Reading Code You Didn't Write

Session 2.6.1: Reading Code You Didn't Write — Deconstructing an unfamiliar 200-line AI program in 10 minutes.

2.6.2 — Tracing AI Code by Hand

Session 2.6.2: Tracing AI Code by Hand — Paper-tracing AI-generated code to predict robot vehicle navigation.

2.6.3 — Finding the Line That Does the Thing

Session 2.6.3: Finding the Line That Does the Thing — Locating responsible code lines in a large program using bisection.

Key Output: Architecture verified physical & digital artifacts.
Sessions: 3 published
Track 3

Logic Systems

Behavior, decisions, memory, and real programs.

1

Change the Behavior

Master the foundational skills, principles, and builds of Change the Behavior.

Hands-on module for Change the Behavior in Track 3.

3.1.1 — Change the Number

Session 3.1.1: Change the Number — **Make:** A blink program, modified until it does five different things. **Absorb:** Code is editabl

3.1.2 — Patterns and Rhythms

Session 3.1.2: Patterns and Rhythms — **Make:** A four-LED sequence with a recognizable rhythm. **Absorb:** Sequence and timing as express

3.1.3 — The Loop

Session 3.1.3: The Loop — **Make:** The same pattern from 3.1.2, rewritten with loops. **Absorb:** Loops. Repetition is someth

3.1.4 — Variables

Session 3.1.4: Variables — **Make:** A program where changing one number at the top changes everything. **Absorb:** A variable

Key Output: Change the Behavior verified physical & digital artifacts.
Sessions: 4 published
2

Decisions

Master the foundational skills, principles, and builds of Decisions.

Hands-on module for Decisions in Track 3.

3.2.1 — The First If

Session 3.2.1: The First If — **Make:** A night light that comes on when it gets dark. **Absorb:** Conditionals. The system now de

3.2.2 — Thresholds and Hysteresis

Session 3.2.2: Thresholds and Hysteresis — **Make:** The same night light, fixed so it doesn’t flicker at the boundary. **Absorb:** Hysteresis.

3.2.3 — And, Or, Not

Session 3.2.3: And, Or, Not — **Make:** A system that acts only when two conditions hold at once. **Absorb:** Combinatorial logic.

3.2.4 — Truth Tables

Session 3.2.4: Truth Tables — **Make:** A truth table written before the code, and code that matches it exactly. **Absorb:** Speci

3.2.5 — Else, Cascades, and Priority

Session 3.2.5: Else, Cascades, and Priority — **Make:** A system with four distinct responses depending on a sensor range. **Absorb:** Order matte

Key Output: Decisions verified physical & digital artifacts.
Sessions: 5 published
3

Sound, Time, and Sequence

Master the foundational skills, principles, and builds of Sound, Time, and Sequence.

Hands-on module for Sound, Time, and Sequence in Track 3.

3.3.1 — Tones and Frequency

Session 3.3.1: Tones and Frequency — **Make:** A buzzer playing a scale. **Absorb:** Frequency is a number. Pitch is that number heard. S

3.3.2 — Music as Data

Session 3.3.2: Music as Data — **Make:** A tune stored as a list and played back from it. **Absorb:** Separating what happens from

3.3.3 — Doing Two Things at Once

Session 3.3.3: Doing Two Things at Once — **Make:** An LED blinking while a buzzer plays a different rhythm. **Absorb:** The problem with paus

3.3.4 — Timers and Timeouts

Session 3.3.4: Timers and Timeouts — **Make:** A system that acts if nothing happens for a set time. **Absorb:** Time as an input. Absenc

Key Output: Sound, Time, and Sequence verified physical & digital artifacts.
Sessions: 4 published
4

Memory and State

Master the foundational skills, principles, and builds of Memory and State.

Hands-on module for Memory and State in Track 3.

3.4.1 — The Toggle Button

Session 3.4.1: The Toggle Button — Toggle light on with 1st press, off with 2nd press.

3.4.2 — Counters

Session 3.4.2: Counters — **Make:** A counter that tracks events and acts at milestones. **Absorb:** Accumulating state. Incre

3.4.3 — State Machines on Paper

Session 3.4.3: State Machines on Paper — State transition diagrams for traffic light and washing machine.

3.4.4 — State Machines in Code

Session 3.4.4: State Machines in Code — **Make:** One of those diagrams, coded and working. **Absorb:** Translating a diagram into code mech

3.4.5 — Remembering After Power Off

Session 3.4.5: Remembering After Power Off — **Make:** A build that recalls its settings after being unplugged. **Absorb:** Persistent storage, a

Key Output: Memory and State verified physical & digital artifacts.
Sessions: 5 published
5

Data and Structure

Master the foundational skills, principles, and builds of Data and Structure.

Hands-on module for Data and Structure in Track 3.

3.5.1 — Lists and Patterns

Session 3.5.1: Lists and Patterns — **Make:** A program driven entirely by data in a list. **Absorb:** Indexing, length, iteration. Chan

3.5.2 — Smoothing Messy Signals

Session 3.5.2: Smoothing Messy Signals — **Make:** A responsive system fed by a noisy sensor. **Absorb:** Real signals jitter. Averaging, deb

3.5.3 — Functions

Session 3.5.3: Functions — **Make:** A messy working program refactored into named chunks. **Absorb:** Naming a behavior makes

3.5.4 — Mapping and Scaling

Session 3.5.4: Mapping and Scaling — **Make:** A sensor reading translated into a useful output range. **Absorb:** Ranges rarely match. M

Key Output: Data and Structure verified physical & digital artifacts.
Sessions: 4 published
6

Real Programs

Master the foundational skills, principles, and builds of Real Programs.

Hands-on module for Real Programs in Track 3.

3.6.1 — Debugging Code

Session 3.6.1: Debugging Code — **Make:** A broken program diagnosed with print statements and logic. **Absorb:** Bugs are findable,

3.6.2 — Reading Someone Else’s Code

Session 3.6.2: Reading Someone Else’s Code — **Make:** A written explanation of an unfamiliar program, then a modification to it. **Absorb:** Rea

3.6.3 — Refactor Your Biggest Project

Session 3.6.3: Refactor Your Biggest Project — **Make:** An old project rewritten cleanly, same behavior. **Absorb:** Working code and good code ar

3.6.4 — The Behavior Spec

Session 3.6.4: The Behavior Spec — **Make:** A written specification of a product’s behavior, precise enough to build from. **Absorb:**

Key Output: Real Programs verified physical & digital artifacts.
Sessions: 4 published
Track 4

Human-Centered Design

Design for real people — observation, ergonomics, and testing.

1

Anti-Design

Master the foundational skills, principles, and builds of Anti-Design.

Hands-on module for Anti-Design in Track 4.

4.1.1 — The Phone Stand That Drops Phone

Session 4.1.1: The Phone Stand That Drops Phone — Cardboard phone stand engineered to drop phone reliably after 30s.

4.1.2 — The Worst Toy in the World

Session 4.1.2: The Worst Toy in the World — **Make:** A toy that is genuinely unpleasant to use — wrong grip, confusing controls, ignores you. *

4.1.3 — Roast an Object

Session 4.1.3: Roast an Object — Precise UX critique of 5 real products using industry vocabulary.

Key Output: Anti-Design verified physical & digital artifacts.
Sessions: 3 published
2

Understanding People

Master the foundational skills, principles, and builds of Understanding People.

Hands-on module for Understanding People in Track 4.

4.2.1 — Shut Up and Watch

Session 4.2.1: Shut Up and Watch — **Make:** Notes from watching three people use something, without helping once. **Absorb:** Users do

4.2.2 — Asking Better Questions

Session 4.2.2: Asking Better Questions — **Make:** A short interview with a real potential user. **Absorb:** “Do you like it?” gets you nothi

4.2.3 — Who Is This Actually For?

Session 4.2.3: Who Is This Actually For? — **Make:** A one-page description of a specific person, not a category. **Absorb:** “Everyone” is not

Key Output: Understanding People verified physical & digital artifacts.
Sessions: 3 published
3

Designing the Interaction

Master the foundational skills, principles, and builds of Designing the Interaction.

Hands-on module for Designing the Interaction in Track 4.

4.3.1 — Size, Weight, Reach

Session 4.3.1: Size, Weight, Reach — **Make:** A mock-up at real size and real weight, before electronics go in. **Absorb:** Ergonomics.

4.3.2 — Controls and Feedback

Session 4.3.2: Controls and Feedback — **Make:** An interface where every action produces an immediate response. **Absorb:** Silence is a b

Key Output: Designing the Interaction verified physical & digital artifacts.
Sessions: 2 published
4

Iteration

Master the foundational skills, principles, and builds of Iteration.

Hands-on module for Iteration in Track 4.

4.4.1 — Version Two

Session 4.4.1: Version Two — **Make:** A rebuild driven entirely by what testing revealed. **Absorb:** Iteration is not polishing

4.4.2 — Delight and Trade-Offs

Session 4.4.2: Delight and Trade-Offs — **Make:** One small unnecessary thing that makes the product a pleasure, plus a written list of ever

Key Output: Iteration verified physical & digital artifacts.
Sessions: 2 published
Track 5

Fabrication

From rough prototypes to precision builds and housings.

1

Fast and Rough

Master the foundational skills, principles, and builds of Fast and Rough.

Hands-on module for Fast and Rough in Track 5.

5.1.1 — Cardboard in an Hour

Session 5.1.1: Cardboard in an Hour — Full-size non-working physical mockup of a product concept in 30 mins.

5.1.2 — Why It Wobbled

Session 5.1.2: Why It Wobbled — **Make:** A structural fix to the wobbliest part of the mock-up. **Absorb:** Triangles, gussets, fol

5.1.3 — Joints

Session 5.1.3: Joints — **Make:** Six different joins between two pieces — tab, slot, flange, glue, fold, fastener. **Absorb

Key Output: Fast and Rough verified physical & digital artifacts.
Sessions: 3 published
2

Precision

Master the foundational skills, principles, and builds of Precision.

Hands-on module for Precision in Track 5.

5.2.1 — Cutting Flat

Session 5.2.1: Cutting Flat — **Make:** A laser-cut or knife-cut part made from their own drawing. **Absorb:** Kerf. The cutter re

5.2.2 — First 3D Print

Session 5.2.2: First 3D Print — **Make:** A part designed, sliced, printed, and inspected for flaws. **Absorb:** Layers, orientation

5.2.3 — Designing for the Machine

Session 5.2.3: Designing for the Machine — **Make:** An earlier part redesigned for print time, strength, and material use. **Absorb:** Wall th

Key Output: Precision verified physical & digital artifacts.
Sessions: 3 published
3

Housing a System

Master the foundational skills, principles, and builds of Housing a System.

Hands-on module for Housing a System in Track 5.

5.3.1 — Where Does the Sensor Go?

Session 5.3.1: Where Does the Sensor Go? — **Make:** An enclosure with correctly positioned sensor openings. **Absorb:** Sensors need line of s

5.3.2 — Wires, Power, Strain

Session 5.3.2: Wires, Power, Strain — **Make:** A tidy internal layout with secured cables and accessible power. **Absorb:** Strain relief

5.3.3 — Closing the Box

Session 5.3.3: Closing the Box — **Make:** A case that opens, closes, stays closed, and looks finished. **Absorb:** Fasteners, clips,

Key Output: Housing a System verified physical & digital artifacts.
Sessions: 3 published
Track 6

Communications

Film, edit, present, and pitch what you made.

1

Tell Before Theory

Master the foundational skills, principles, and builds of Tell Before Theory.

Hands-on module for Tell Before Theory in Track 6.

6.1.1 — Thirty Seconds About a Thing You Love

Session 6.1.1: Thirty Seconds About a Thing You Love — **Make:** A 30-second phone video about any object they care about. **Absorb:** That they can alread

6.1.2 — Commercial for Useless Product

Session 6.1.2: Commercial for Useless Product — 45-second straight-faced commercial for a rock or empty box.

6.1.3 — Why That One Worked

Session 6.1.3: Why That One Worked — **Make:** A written breakdown of the three best pieces in the class. **Absorb:** Hook, stakes, resol

Key Output: Tell Before Theory verified physical & digital artifacts.
Sessions: 3 published
2

Structure and Craft

Master the foundational skills, principles, and builds of Structure and Craft.

Hands-on module for Structure and Craft in Track 6.

6.2.1 — Problem, Struggle, Solution

Session 6.2.1: Problem, Struggle, Solution — **Make:** A two-minute telling of their own build’s real story, failures included. **Absorb:** Strug

6.2.2 — Shots That Explain

Session 6.2.2: Shots That Explain — **Make:** A wordless video showing how their product works. **Absorb:** Wide, medium, close. A close

6.2.3 — Edit

Session 6.2.3: Edit — **Make:** A 60-second cut from five minutes of raw footage. **Absorb:** Editing is deletion. Pace co

Key Output: Structure and Craft verified physical & digital artifacts.
Sessions: 3 published
3

Standing Up

Master the foundational skills, principles, and builds of Standing Up.

Hands-on module for Standing Up in Track 6.

6.3.1 — Slides That Don’t Read Themselves

Session 6.3.1: Slides That Don’t Read Themselves — **Make:** A five-slide deck with almost no words on it. **Absorb:** Slides support the speaker. If t

6.3.2 — The Pitch and the Questions

Session 6.3.2: The Pitch and the Questions — **Make:** A three-minute live pitch with a working demo, followed by Q\&A. **Absorb:** Timing, nerve

Key Output: Standing Up verified physical & digital artifacts.
Sessions: 2 published

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