Creative Design & Engineering – Dream and build

Grades 7–10 | Where Art and Engineering Come Alive

Dream and Build – 2026: The Year of the Wearable

The Creative Design & Engineering Challenge invites students to dream, design, and build wearable devices that extend or enhance a human (or even animal) sense or ability. Whether it’s a glove that lets you feel distant vibrations, a light-reactive outfit, or a headband that interprets movement, this challenge celebrates imagination, invention, and the future of human–technology connection.

As augmented reality and smart devices continue to evolve, wearable technologies are rapidly shaping the next era of innovation. This challenge gives students a head start on that future — encouraging them to think creatively, plan thoughtfully, and build something that truly merges art, science, and engineering.


Who It’s For

This program is open to students in grades 7–10.
Unlike our team-based challenges, Creative Design & Engineering is an individual project, giving each student the opportunity to pursue their own idea from concept to creation.

Each student works under the guidance of a dedicated mentor, who ensures safety, structure, and positive learning.

  • A parent may mentor one student.
  • A teacher or qualified youth program professional may mentor up to four students.

This mentor relationship helps students learn project planning, goal setting, and accountability — vital skills for future engineers, designers, and makers.


How It Works – The Proposal Process

Before construction begins, every participant must prepare and submit a Project Proposal to the AV STEAM League. This is an important part of the process and a key learning experience.

The proposal must include:

  • A clear concept description
  • Drawings or diagrams of the planned device
  • A list of required parts and materials
  • A short explanation of purpose and function

Once complete, the student will present their proposal to the AV STEAM review panel for approval.
If the idea is safe, feasible, and well-developed, they will receive authorization to begin fabrication.

Students may also request funding assistance for materials as part of their proposal.

This process not only ensures safety and project quality — it helps each student practice presentation, planning, and communication skills, turning creativity into a structured engineering experience.


Design Challenge

Each participant will:

  • Build a wearable device that extends, enhances, or creates a new sensory experience.
  • Use Arduino-based or FLORA wearable electronics to power their design.
  • Ensure their project is safe, original, and fully functional.
  • Present their finished project in person before a judging panel.

The device does not have to be designed for humans — creative and imaginative designs for other species or fictional applications are welcome.


Equipment and Materials

Approved components include:

  • Arduino Uno, Mega, or Nano
  • Adafruit FLORA or similar wearable microcontroller
  • Standard Arduino-compatible sensors, LEDs, and modules
  • 3D printed or foam-based parts (EVA or Foam Clay allowed)
  • Paints, markers, and adhesives for finishing and aesthetics

Safety Rules:

  1. The device may not endanger or harm the wearer in any way.
  2. It must demonstrate a clear purpose — extending or enhancing a sense or ability.
  3. It must be original and operational at the time of presentation.

Judging and Presentation

Each student will have 15 minutes before a panel of judges to present and demonstrate their project.
Judges evaluate based on:

  1. Creativity and originality
  2. Identification of real-world need or purpose
  3. Functionality and performance
  4. Use of materials and craftsmanship
  5. Presentation and display quality

Students are encouraged to think beyond the ordinary — combining art, design, and technology to create something that could change the way we experience the world.


Program Goals

  • Inspire creative engineering through wearable technology
  • Teach planning, proposal writing, and presentation skills
  • Encourage safe experimentation and design thinking
  • Foster independence and mentorship-based learning
  • Highlight the growing connection between humans and machines

Each project is a personal journey — from idea to invention — proving that creativity, technology, and imagination are the building blocks of tomorrow.