Videos were taken by participants during their field visits

Pocket laboratories

Jeffrey M. Perkel




(04 May 2017)


Published online

03 May 2017
















As spring turns to summer along the east coast of the United States, thoughts turn to holidays, beaches, picnics — and mosquitoes. Prince William County, Virginia, southwest of Washington DC, is no exception. In 2016, county officials set traps to collect and test mosquitoes for the presence of disease-causing viruses. Usually, the testing involves taking the insects back to the lab and analysing them for signs of the pathogens' nucleic acids — a process that can take days. But last September, Joseph Russell was able to get those same data from the air-conditioned comfort of his car — all thanks to his smartphone and a handheld instrument known as the two3, made by Biomeme of Philadelphia, Pennsylvania.


About the size of a small laptop speaker and controlled by a plugged-in iPhone, the two3 can test each of three nucleic-acid extracts for two sequence targets at a time. Simply pop open the top, add sample tubes and press start. “It was phenomenal,” enthuses Russell, a postdoc at MRIGlobal in Gaithersburg, Maryland, who ran the device from his car's cup-holder as he drove from site to site. “By the time I had collected the next round of mosquitoes, I knew the results from the previous spot.”

Russell's experience illustrates the ease with which researchers are migrating their science from the lab into the field, thanks to an increasingly powerful and enabling tool that many people already carry in their pockets — the smartphone.


Combining a computer, camera, Global Positioning System, networking, sensors and batteries in one compact package, smartphones are like “a Swiss army knife” that can be used almost anywhere, says Aydogan Ozcan, an electrical and biological engineer at the University of California, Los Angeles. Ozcan has spent the past decade fashioning apps and hardware that turn the phones into ever-more-powerful microscopes and biosensors.

And with billions of devices in circulation and cellular networks that are constantly improving in terms of coverage and data-transmission speed, researchers are using the phones to take their science ever-farther afield.

But powerful as they are, smartphones were initially made with the consumer market in mind, not science. In their quest to gain customers, manufacturers continually push the envelope of what their phones can do, especially in terms of camera quality. “How many consumers 'need' that 40-megapixel camera? Maybe a fraction,” Ozcan says. But, he adds, scientists can capitalize on the improving image sensors and the advantages that those bring.

Often, researchers can gain those benefits right out of the box, no custom apps required. Matthew Dietz, an orthopaedic surgeon at the West Virginia University School of Medicine in Morgantown, devised a method to use the iPhone's accelerometer — the built-in sensor that allows users to control video games by tilting their screens — to measure the range of motion of a limb joint. His colleagues' reaction was mostly one of surprise, Dietz says: “I didn't know my phone could do that!”


Today, smartphones are used for a wide range of scientific and medical purposes. Ozcan's group has exploited the technology to design successively more sophisticated and sensitive imagers, including ones that can visualize individual viruses and DNA molecules. Mechanical engineer David Erickson and nutrition scientist Saurabh Mehta, both at Cornell University in Ithaca, New York, have developed an iPhone-based system called the NutriPhone that can test for 'micronutrients' such as vitamin B12 and iron in patients' blood. Originally, users placed a test strip into an accessory placed in front of the phone camera. But Erickson has now developed a wireless version that minimizes contact between bodily samples and the phone. “If you're performing a diagnostic, particularly for a number of people, on your own mobile phone, there's a possibility of contamination from the sample to the phone, and then you're putting it up to your ear and then, who knows what [can happen]?” he says. Erickson founded a company, VitaScan in Ithaca, to commercialize the technology.


There are even smartphone-based DNA sequencers. In the United Kingdom, Oxford Nanopore Technologies has announced a commercial device called SmidgION, which the company anticipates will be ready by the end of 2017. And in January, Mats Nilsson of Stockholm University, working with Ozcan, demonstrated a 3D-printed smartphone attachment to detect DNA mutations in sections of tissue. The team used the device (with a Nokia Lumia 1020 Windows phone) to count cancerous cells using fluorescence techniques, and Nilsson hopes it will ultimately enable rapid diagnosis of antibiotic-resistant tuberculosis in India — a condition that all too frequently takes months to detect in that part of the world.


Democratizing diagnostics

Perhaps nowhere is the game-changing potential of smartphones more obvious than in developing countries. In 'resource-poor' environments, trained personnel tend to be scarce and laboratory equipment even more so. Key infrastructure, such as electricity and clean running water, are often unreliable. Cellular networks, however, offer some resilience.

In 2014, Isaac Bogoch, a tropical-medicine specialist at the Toronto General Hospital Research Institute in Canada, spent time in the rural town of Grand Moutcho in the south of Côte d'Ivoire, looking for evidence of the parasitic infection called schistosomiasis, which can cause liver, gastrointestinal and urogenital complications.
























Schistosomiasis is endemic in Côte d'Ivoire, Bogoch says. Spread by contact with contaminated water, the disease is easy to diagnose and easy to treat — assuming health-care workers have access to a microscope and are trained in how to use it. All too often, they don't.


To close that gap, Bogoch and his colleagues turned smartphones into portable microscopes and taught local technicians how to use them to test urine and faeces from potential patients. “Rather than transferring people or specimens to laboratories that are far away, we can bring the lab to the people,” he says. Such strategies are democratizing health care, Bogoch notes. But they also facilitate epidemiological surveillance, and open the door to remote or even automated image analysis. For instance, Johan Lundin, research director at the Institute for Molecular Medicine Finland at the University of Helsinki, has developed an automated fluorescent slide scanner using mobile-phone components, which he recently tested in Tanzania, also looking for schistosome infection. Although the school at which the trial was conducted had no electricity, Lundin says, slide images collected in the field could be uploaded to servers in Helsinki at the rate of 20 fields of view per second through the cellular network. They could then be downloaded back in Tanzania for immediate assessment. Lundin has also formed a company, Fimmic, to commercialize automated pathology slide analysis in the cloud.

Bogoch's team trained local microscopists to identify schistosome eggs in human urine and faeces while located in more-rustic environs. Rather than working in the usual laboratory setting, they would do their analysis from “a picnic table outside of a clinic in a field”.


The test used a simple 3D-printed mobile-phone attachment called CellScope Schisto, developed in the lab of Daniel Fletcher, a bioengineer at the University of California, Berkeley. The CellScope is basically a snap-on case that positions an inverted mobile-phone lens over a smartphone's existing camera to magnify the image. The team also tested a commercial handheld microscope called the Newton Nm1, and compared the findings to those taken using a conventional clinical microscope. Both handheld devices were sensitive to low levels of infection, but the Nm1 performed better, probably because the CellScope has no built-in slide-scanning functions, Bogoch says; the team is now addressing that limitation (J. T. Coulibaly et al. PLoS Negl. Trop. Dis. 10, e0004768; 2016).

Meanwhile, Fletcher's team has used the CellScope to look for evidence of another parasite, the filarial nematode Loa loa, in Cameroon.


To do so, Fletcher's team supplemented the CellScope's inverted lens with an array of light-emitting diodes (LEDs), an Arduino (devices that make use of the low-cost minicomputers increasingly being used by researchers to collect and analyse data), Bluetooth and an automated sample translation stage, all of which were controlled by an attached phone. To run the test, the researchers, working with partners in France, Cameroon and the US National Institutes of Health, put a droplet of unprocessed patient blood into a capillary, load that capillary into the iPhone attachment, and then capture short 5-second movies of the capillary one field of view at a time. In this way, they can look for disturbances in the distribution of red blood cells that would indicate the presence of a wiggling L. loa worm. Images are analysed on the phone itself, with total time from finger prick to diagnosis of about 3 minutes.

The device gives comparable results to conventional blood-smear analysis, with no false negatives and only two false positives in the 33 samples (M. V. D'Ambrosio et al. Sci. Transl. Med. 7, 286re4; 2015); Fletcher says that it has since been validated in hundreds of people and used to test thousands of people with river blindness, which is caused by the Onchocerca volvulus worm. “Making a device in the lab, as academics like to do, and showing that it can work, is one thing,” he says. “But actually making devices that work reliably in the field is a very stressful transition — but one that's incredibly satisfying when it does indeed work.”


Wider applications

Others use their smartphones for pedagogical purposes. University of Pennsylvania bioengineering graduate students Megan Sperry and Heidi Norton worked with Biomeme and the educational group TechGirlz to introduce 18 schoolgirls to modern molecular biology using the iPhone.

The team ordered fresh sashimi from three Philadelphia restaurants and tested the fish using the two3 to see whether the menu accurately described what species was served. In about half the cases, it didn't.

For students, Sperry says, being able to “connect the dots” between the classroom and real life made the exercise particularly interesting. “It was the perfect experiment as a first exposure to lab experience,” she says. “There's a real-world example: there's fish, we're genotyping it, we're going to see if it's the correct fish or not.”

Others have used their phones to build instructional microscopes. Bioengineer Ingmar Riedel-Kruse at Stanford University in California, for instance, developed a 3D-printed LudusScope. The device includes a joystick-controlled LED array that students can use to drive light-responsive single-celled protozoa around the field of view. And Julien Colombelli, an engineer and manager of the Advanced Digital Microscopy Core Facility at the Institute for Research in Biomedicine in Barcelona, Spain, has combined the power of smartphones and LEGO to illustrate the principles behind light-sheet microscopy.


The 'LEGOLish' system is not a true microscope, Colombelli says — it contains no magnification lenses. But it can image objects measuring 1–2 centimetres, about the size of a mouse embryo.


“Rather than transferring people or specimens to laboratories that are far away, we can bring the lab to the people.”

The system passes light from a cheap laser diode through a water-filled tube, which acts as a cylindrical lens to create a thin sheet of light. A series of LEGO gears translates and rotates the sample through that light sheet to produce optical sections, which are then captured on the phone. The set-up costs around US$200, not including the phone.

Colombelli and his colleague Jordi Andilla at the Institute of Photonics Sciences, also in Barcelona, first designed the LEGOLish to be used as prizes for the best posters at a light-sheet microscopy conference they organized in 2014. But they have since upgraded the design to make it suitable for scientific applications, albeit at ten times the cost. Researchers could use that modified design, which is built on top of a stereomicroscope, to perfect their sample preparation procedures before reserving time on a core facility's instrument, he says.


“We believe this would help a lot of labs, because they would have easy access, for less than $2,000, to a system that they can use and build in a week's time.”


From lab to field

Their portability makes smartphones particularly useful in remote locales. Late last year, for example, Peter Countway, a marine microbiologist at the Bigelow Laboratory for Ocean Sciences in East Boothbay, Maine, took the Biomeme two3 to Palmer Station in northern Antarctica. He and his team used the device to study how ocean bacteria metabolize dimethylsulfoniopropionate, an organic sulfur compound produced by phytoplankton that has been implicated in global weather patterns.


And Emmanuel Reynaud at University College Dublin has taken his smartphone to the tiny coral atoll of Fakarava in French Polynesia to study the health and structure of coral reefs across a series of length scales. To get the widest-angle view, his team blends twenty-first-century technology with a Cody kite, an ultra-stable design developed by plane pioneer Samuel Franklin Cody in 1901.

The team used the kite to loft a cheap Android phone into the air, then dragged the kite behind a kayak for about six hours. The phone takes a picture every 20 minutes, then compresses the image and beams the data to a computer down below. The images are later processed to map the reef in 3D. The total cost for the hardware is about $400 — cheap enough that they can leave it behind for local researchers to continue the surveillance once the team has returned to Dublin.


After all, says Reynaud, even in Fakarava, which has a population of just 400, phones are everywhere. “You're just showing them that, instead of texting all day, you can also do useful things.”


And to the clinic

Increasingly, smartphones (and related, wearable devices such as the Apple Watch, Fitbit, and Alphabet's newly announced Study Watch) can collect medically relevant data, such as step-counts and heart rate. In April, the US business news outlet CNBC reported that Apple was developing sensors to measure blood sugar through the skin. Researchers are finding new ways to use such data to answer scientific questions.

Apple's ResearchKit, for instance, allows scientists to use iPhones to recruit people into and conduct clinical studies. “I thought it was a pretty brilliant idea,” says Yvonne Chan, director of Personalized Medicine and Digital Health at the Institute of Genomics and Multiscale Biology at the Icahn School of Medicine at Mount Sinai in New York City. Many users take their smartphones everywhere they go, she says; she confesses to being “a smartphone addict — it literally is on me 24/7”. And ResearchKit provides a way to marry that universal appeal with people's innate scientific curiosity, to do something “really awesome”, she notes.


When Apple launched ResearchKit in 2015, it announced five preliminary studies that make use of the software. Some studies leverage smartphone sensors to document patient symptoms; others used them to survey patients or to collect data that are input by phone users. Chan was principal investigator on one such study, the Asthma Health study, which asked participants to answer questions about their health each day, then correlated that information with where the people had been. Thanks to Apple's marketing savvy, she says, uptake of the app wildly exceeded her expectations, with some 35,000 downloads and 3,000 participants fully enrolled and consented in just three days.

Ultimately, however, the ResearchKit model may allow smartphone-based studies to move beyond observation to provide truly personalized health care. Jennifer Radin, an epidemiologist at the Scripps Translational Science Institute in La Jolla, California, is a member of a team that just released a ResearchKit-enabled app that will survey pregnant women about their symptoms. By tapping into a large and diverse subject pool, she says, the team hopes to use the data to offer personalized recommendations that are tailored to a person's body type or ethnicity, to identify complications earlier and even reduce to the number of visits to the doctor.


Whether such benefits ever come to pass, one thing is certain: the global game of technical one-upsmanship between smartphone developers shows little sign of slowing. That's good news for consumers. And it's great news for science.

Author information



Jeffrey M. Perkel is Nature's technology editor.

Nature :

E. Reynaud/N. Le Bescot/J. Girardot/UCD/VA'A MOTU/Explore

Researchers got these images of the French Polynesian coastline by flying a smartphone on an ultra-stable 'Cody' kite.


The CellScope microscope smartphone attachment allows technicians to examine samples for the presence of parasites while at their desks.

Websites to be reviewed by Summer School Participants

Instructables :










Instructables is a site developed by Squid Labs, a lab whose focus is on technical innovation and whose founders were once part of the MIT Media Lab. Instructables provides a forum for personal creativity, as it allows users to post instructions to describe how they created something. The concept of Instructables has been in the works for over five years, and has evolved from a platform initially called iFabricate that was developed in late 2004. Instructables was acquired by Autodesk in August 2011.


Makezine :




MAKE is an American bimonthly magazine published by Maker Media which focuses on do it yourself (DIY) and/or DIWO (Do It With Others) projects involving computers, electronics, robotics, metalworking, woodworking and other disciplines. The magazine is marketed to people who enjoy making things and features complex projects which can often be completed with cheap materials, including household items. Make magazine is considered "a central organ of the maker movement."


Bizzare Stuff


Bizaare Stuff is a museum of classic home science projects. It is not so much meant to be "how to" or educational, but more of a celebration of early to mid 20th century home experimentation and pop science illustration. Please read the FAQ to learn more about the philosophy behind it.


eHow :






 inspires and empowers people to succeed at life's everyday projects, by connecting members with information, tools and each other to accomplish any task. The site is home to a library of more than 1 million articles and videos, and a rich community that shares their experiences and provides real-life advice. In December 2009, launched its first ever mobile application for Android. The application lets users search and use the site's vast library of articles and videos from anywhere at any time.


Hackaday :












Hackaday serves up Fresh Hacks Every Day from around the Internet. Our playful posts are the gold-standard in entertainment for engineers and engineering enthusiasts.


doityourself :


DoitYourself has been repeatedly honored among the Best on the Web, and was named "One of the Top 50 Sites in the World" by Time Magazine. In addition to its extraordinarily broad list of topics, it operates the most active home improvement forums on the Internet, enabling consumers to get personalized advice from professionals in over 100 subjects.

GreenUpgrader :

At greenUPGRADER we believe being green doesn't have to be difficult and that it shouldn't feel overwhelming. Instead of telling you how to live, we provide you with options that can help you live a greener life. We want to make sustainable living accessible to everyone, because we believe that if everyone makes at least a small change, the impact will be big! To help you along your journey, we provide interesting and novel products, recipes, tutorials and how-tos, green ideas, and sustainability news.


HowStuffWorks :


HowStuffWorks features articles, videos, and product reviews on a variety of topics including animals, auto, business & money, communications, computers, electronics, entertainment, food & recipes, geography, health, history, home & garden, people, science, and travel. Members can upload short how-to videos on the site. : is the largest source of expert content on the Internet that helps users solve problems, learn something new or find inspiration.


wikiHow :


wikiHow is the Wikipedia of how-to articles with more than 80,000 pieces written by thousands of volunteers. Its range of article categories are vast and include everything from arts & entertainment, health, and relationships, to cars, hobbies, sports , computers, and more. Active wikiHow members take on the task of patrolling recent changes on the site, participate in various projects, keep contact through chat, forums and conference calls, and meet in person once or twice a year. Anybody can contribute to wikiHow.


Electronics for you :


Over the last four decades, the EFY Group has become synonymous with information on cutting-edge technology. Today, this renowned media group is spread across eight cities of India, and caters toover two million techies spread across the globe.


Its print publications not only reach every nook and corner of India but are also read by techies in South Asian countries, like Nepal, Pakistan, Bangladesh, Sri Lanka, Bhutan, and Afghanistan. The Group is also amongst the few Indian publishers to have its publications distributed in Singapore and Malaysia.


The online communities of the group provide tech content to readers from all across the globe. The group’s online portfolio includes some global leaders, like,,,, and Plus, the company manages three social media (Facebook) communities, which are global leaders in their respective domains. These include:, and

MakeUseOf :


MakeUseOf Directory is an online directory listing free web-based and mobile applications. At the moment site receives around 1,500,000 visitors and 2.5 million pageviews per month.

Popular Mechanics

Popular Mechanics is an online platform that provides its users with news, insights, and information related to several categories. It provides news, articles, information, and insights related to several categories such as science, automotive, technology, adventure, and more.

It also provides its users with information and guidelines related to home improvement, do-it-yourself projects, skills development, and other related categories. In addition, it features video clips and images that are related to its coverage of news and information.

Popular Mechanics also provides its users with information such as market value, market trends, product launches, editorials, and more.

MakerZone :

MakerZone is a e-learning blog started by Mathworks, the company who own the software MATLAB and SIMULINK. It provides tutorials and how-to guides for projects with the usage of MATLAB and SIMULINK. :

Hackaday serves up Fresh Hacks Every Day from around the Internet. Our playful posts are the gold-standard in entertainment for engineers and engineering enthusiasts.

We are taking back the term “Hacking” which has been soured in the public mind. Hacking is an art form that uses something in a way in which it was not originally intended. This highly creative activity can be highly technical, simply clever, or both. Hackers bask in the glory of building it instead of buying it, repairing it rather than trashing it, and raiding their junk bins for new projects every time they can steal a few moments away.


Element14 :


element14 offers the first online community specifically for engineers - from electronic design all the way through maintenance and repair. The community is a place where engineers and electronic enthusiasts:


  • Connect with engineers and experts

  • Get accurate information, answers and tools from a wide range of independent sources and manufacturers

  • Find design solutions and services that save time

  • Can be inspired by the latest innovations


As part of the element 14 Evolution we want to make your job easier than ever, so we've developed user-friendly resources that allow you to ask questions, get answers and stay up-to-date on engineering topics.


OpenSource :


OpenSource is an online publication focused on how open source is applied to different areas, including business, education, government, health, law, and other disciplines of life.


The organization’s goal is to further the open source way by sharing the open source movement. Its open-source community of readers is made up of those who believe that open participation and sharing can tackle the business, social, environmental, and technological challenges faced by individuals today.

Summer school and children workshop PPT at Slidershare : GYTITECHPEDIA

Reference Material
Published Papers, Presentation, Books
Process & Pedagogy






















1. Theme/Focus:

Deciding the theme or focus of the summer school/design course. It could as broad as "Eradication of Child Labour", "Drudgery of Women", etc. or "Issues of Date Tree (Khajoor) Leaves Broom-Makers", "Issues of Rag Pickers", etc. or so specific like reducing drudgeries of construction worker by designing brick-carrying device.

2. Duration:

Any of the following:

  • 4 Weeks or 1 month in summer and winter breaks

  • Weekends during a semester i.e. about 25-30 days

  • Offer an elective course on Product Design in 7th or 8th semester for Engineering Students, who have the option of submitting the course output as their B.Tech project


3. Module and Curriculum:

  • Designing the module with help from mentors and design experts.

  • Focus on co-creation, co-design with young minds/children, GRIs, Communities.

  • Young minds/Children bring in un-biases in thinking especially in problem identification and idea generation/ideation.


4. Location:

Depending on theme and location, an engineering college or design school with a reasonable good workshop having basic fabrication facilities such as machining, welding, fitting, carpentry and rapid prototyping (if possible).

The workshop is needed especially for developing proof-of-concept models and prototypes.


5. Target Students and Selection

  • From an institute/sister institutes if offered as a course.

  • From multiple institutes if it is a summer school during the semester course.

  • A motivated student with a mix of skills (such as visualization, CAD/CAE, electronics, etc.), interests and background (educational, financial, social, cultural, etc.).


6. Selection procedure

Invite entries from students to judge their interests, skills, and seriousness, etc. with a focus on understanding what student expects from the course/school.
Judging can be done through design assignments for social problems e.g. "Brick Carrying" or "Water Fetching" or "Seed Sowing".

Assignments should be judged on the basis of writing and expressing through visuals (doodling/sketching), animations, CAD models, etc. apart from the idea novelty, prior art research, number of ideas and storytelling.


7. Announcement and Publicity

The course can be announced in local portals of the institutes. Summer school can be announced through a various portal such as Honey Bee Network, SRISTI, NIF, Techpedia, etc. and other collaborators of the organizing institute and participating institutes.

The announcement should preferably carry basic information such as date, time, venue (organizing institute), plan/brief, theme/focus, mentors, etc.

With the announcements, participants/target student groups could be made aware of social responsibilities, grassroots innovations. How and what can be learned from grassroots?




1. Social Responsibility and Grassroots:

Setting up the context of summer school


1.1 Learning from Grassroots/Children

Interaction with grassroots and grassroots innovators to inspire. Preferably, the innovator should be different area than summer school theme. Possibly a concurrent children workshop so that the participants see how differently an open mind e.g. child, looks at the same thing than a grown-up/trained/biased mind.

E.g. Children Creativity Workshop:


1.2 Importance of co-creation/co-design

A session on the importance of designing and creating a solution with the user, who is going to use it. How to understand the nitty-gritty of the process/system, which is being addressed/redesigned or intervened. This is one of the critical parts of summer-school and might help in understand and defining problems.

1.3 Involve users from start

Involving users from the start of the summer school is advised, that will make them comfortable with the participants and they might be able to understand, how and why this particular exercise is being done?

This is the very first step of co-creation/design.

2. Problem Identification

2.1 Identify unmet community needs (Field Visits)(1 or 2 Days)

Spend at least a day and a night (if possible) with the community. Discuss/speak/do their work with them, help them and try to learn their work.

Involve community/people in summer school/course. A participant could go to field visit with a community representative.

Field visits should be planned after considering the target beneficiaries of the summer school. Why and where the particular community? How and what to do, observe and understand during field visits? What not to do? How to talk to people? People are the most important part, do not forget ethnographic details (names, occupation, education, etc.). Get involved with the community rather observing from outside etc. Stay put there, work on system mapping, understand the missing link and get information on missing information.

Define: Define the system of the field, its entities, relations, sub-systems, etc. to understand the critical links. Map out the systems to understand why the particular problem and for whom? Finding the most critical link/issue is very important to make the biggest possible impact.


2.2 Analyse (1 or 2 Days)

Analyse the system/process and critical links/issues. Possible ways of solving problems and issues. Benchmark with existing solutions.

If something is missing or not clear, go back again to the community for a second field visit. Position the problem and prepare for 2nd field visit/survey (if needed).

Repeat Problem Identification steps after a 2nd field visit to refine further.

Present analysis and field visit observations to peers/mentors to get critical views.

3. Problem Definition

  • Define every detail of the problem

  • Including key/critical issues needed to be handled/addressed

  • Qualities/functionalities required

  • What kind of intervention is needed, such as (a) product/technology, (b) service, (c) systems, etc. or something else?

  • Define the parameters of the solutions(

  • Discuss the problem definition with peers/experts/mentors and especially community to see if you missed any point or misunderstood anything.^^ Don’t look for solutions yet. One should be thinking for solutions until the problem is defined.


4. Synthesis

Synthesis of a solution is an iterative process, need to focus on co-creation/co-design, involving the following steps:


4.1 Ideate/Ideation

Most critical and important step but stay foolish in this step because:

* No limitation on thinking and imagination

* No boundaries of finances, feasibility or possibility or reliability

* Involve the community in generating ideas/solutions

Generate ideas and solutions using design tools such as Brainstorming. Lateral Thinking, Artefactual, Analogic/Biomimicry, Heuristic and Gestalt Model of learning.

While ideation, one should restrict to only a few ideas and should not consider any limitations such as feasibility and finances, etc.


4.2 Idea Selection

Select ideas on the basis of parameters functionalities, qualities, etc. defined in problem definition.

Arrange the ideas in order of preference, if one fails then which one to work on next.

Most wild one, most feasible, most practical one, most economical one, etc.


Mentors/community/user/peer feedback


4.3 Proof-of-Concept

Make proof-of-concept sketches, drawing, animations and mock-up models. Look for possible issues in the concepts. Plan for the prototype. Discuss with users/experts and take feedback to iterate this step.



4.4 Detailed Design

~1 Day / ~10 Hours (with experience of fabricators/practitioners and based on the rule of thumbs)

~3-4 Days / ~30-40 Hours (If going with engineering analysis)

The groundwork for prototyping.

Detailed drawings, CAD models, BOM (Bill of Materials) of the concepts.

Virtual testing including engineering analysis (if possible) to look for various issues such as interference, sizing, etc. Iterate the design on the basis of Engineering Analysis results, virtual tests and user feedback.

Create animations/renderings to discuss with users/experts and iterate this step.

4.5 Prototype

Prototype the product at college workshop or pre-identified fabricators or deploy pilot systems or service.

Show prototype experts, mentors, peers. Let them use and find out possible issues/improvements.


4.6 Test / Iterate

Testing is the first step towards moving in next stage i.e. iterations to improve and take it to the product level.

Let the actual users test the prototype to understand possible issues and ways to resolve them. Take feedback and suggestions to improve it further.



5. Iteration

Depending on feedback iterate the process at any steps. It could be from steps 4.5 and 4.6 or it could be 4.2 to 4.6 or Synthesis steps or go back to problem definition.


6. Productisem

    • Bring product/service to the user/market

    • Design auxiliary system needed

    • Learn and evolve


The Pedagogy and the process have been further explained with the help of cases from the summer school describing how students have taken up a problem, defined the problem, the process and followed a systematic approach to solve these.

Download PDF for Process & Pedagogy
For Questions /  Contact us at

Society for Research and Initiatives for Sustainable Technologies and Institutions (SRISTI)

Address: AES Boys Hostel Campus, Near Gujarat University Library & SBI Bank, Navrangpura, Ahmedabad-380 009, Gujarat, India.

Phone: 079-27913293, 27912792,