Using Strawbees to Teach Prototyping and Design Thinking in Real-World Contexts
How Strawbees Inspires Empathy, Creativity, and Real-World Problem Solving in STEAM Education
"We usually do a lot of design thinking and empathy and we have them prototype something that would make someone's life better."

Ryne Anthony
Director of Innovation Fluxspace, Pennsylvania, US
Background
Ryne Anthony, the Director of Innovation at Fluxspace in Pennsylvania, is passionate about preparing students for real-world challenges through hands-on STEAM (Science, Technology, Engineering, Art, and Math) learning experiences. One of his most effective tools is Strawbees, as the kits allow students to experiment, design, and build structures, models, and solutions.
Ryne uses Strawbees not only as a tool for creative exploration but also as a way to teach students the fundamentals of rapid prototyping, an essential skill used in industries like engineering, product design, and technology development.
By incorporating empathy and design thinking into his lessons, Ryne ensures students develop a deeper understanding of how their creations can solve real-world problems and improve lives.
Implementation
Ryne begins his lessons by introducing students to Strawbees and helping them explore how the pieces work. He encourages students to experiment with connecting straws and connectors in different ways, allowing them to "reimagine" how simple parts can come together to create something new. This initial exploration phase helps students feel comfortable with the tools and sparks their creativity.
Next, Ryne introduces simple challenges, such as building the tallest tower or creating basic shapes with limited pieces. These activities give students the opportunity to problem-solve and learn how to manipulate the materials effectively.
Once students are confident with the basics, Ryne incorporates Strawbees’ “Pocketful of Ideas” cards. These cards provide open-ended prompts such as “make something you can wear” or “create something that could be a gift” and encourage students to think critically and explore new ways to build while nurturing creativity and design thinking.
The heart of the learning process comes when Ryne challenges students to design solutions that solve real-world problems. He encourages them to empathize with others by asking, “How can you create something that will make someone’s life better?” This prompts students to consider the needs of others, whether it’s a customer, a client, a peer, or a teacher.
Using Strawbees, students rapidly prototype their ideas. They learn to create quick, simple models to demonstrate their concepts, focusing on size, functionality, and overall design. Ryne highlights that this process mimics what happens in real-world industries where rapid prototyping is essential for product development. Strawbees enables students to test their ideas, iterate on their designs, and improve them before moving into more detailed builds or final solutions.
Outcomes
Real-World Skills Development
Students gained experience in rapid prototyping, a key skill used in fields like engineering, architecture, and product design. By learning to create quick, functional models, they developed problem-solving and iterative thinking skills directly transferable to real-world situations.
Empathy Through Design Thinking
By focusing on designing solutions that improve others’ lives, students practised empathy and learned to understand the needs of the end user. This cultivated a mindset that will benefit them in any future career.
Confidence in Creativity
Through Strawbees’ open-ended challenges, students developed confidence in their ability to experiment, take risks, and think creatively. They learned that there is no single right way to solve a problem, which develops resilience and innovation.
Fun Meets Functionality
Students enjoyed the playful, hands-on nature of Strawbees while engaging in meaningful, industry-relevant tasks. This combination of fun and functionality kept them motivated and focused.
Interview Video
"It’s not just knowing how; it’s play, it’s fun, and it’s creating. But it’s also mimicking what real industry does…"
Ryne Anthony
Director of Innovation Fluxspace, Pennsylvania, US
Bring Strawbees to Your District!
Would you like a Strawbees representative to reach out to you with more information regarding school district purchases? We can help you find the most suited engineering and robotics solution to make more ‘aha’ STEM or STEAM moments for your teachers and students possible!