How Do Kids Design Packaging for Their Product?
Kids design good packaging by deciding what it needs to do, testing three cheap versions with customers and adding an honest label. Includes a free packaging plan card.
To turn a problem into a product idea, kids list many possible solutions, then choose one to try. Children aged 10 to 13 can test each idea with three questions: does it solve the problem, can I make a simple version, and would people choose it over what they do now? Then they build a rough prototype.
Your 10-year-old has finished her research. Seven of nine kids forget their library bag. "So I'll make library bags," she says. You're not sure another bag fixes forgetting the first one.
So you ask:
"What are all the ways you could solve that?"
This guide shows how to help your child find, choose and test the strongest idea before spending a cent.
A product idea is a specific way to solve a specific person's problem. It can be an object, a service or a better version of something that exists. The European Commission's EntreComp framework describes entrepreneurship as turning ideas into value for others.
A problem gives every later decision a reason. "I want to make slime" needs customers found. "My friends' slime dries out" already has them. It is also how design thinking is taught in the Australian Curriculum.
Not usually. Better ideas tend to appear after the obvious one. Listing ten ideas makes the first one an option to compare, not the only plan.
JuniorCEO Lab uses three checks: Solve, Make, Choose. Does it fix the main frustration? Can I make a simple version? Would people choose it over what they do now?
| Idea | Solve | Make | Choose |
|---|---|---|---|
| Decorated library bags | No | Yes | Unlikely |
| A phone reminder app | Partly | No | Unknown |
| Fridge magnet "pack for school" checklist | Yes | Yes | Likely |
The magnet gets three yeses, so it is prototyped first. This is an illustrative example, not a JuniorCEO Lab student case study.
Turn the problem into a question, list ten solutions, check the best with Solve, Make, Choose, then build a rough version. It works best after market research.
For example: "How might I help kids remember their library bag?"
No judging until the timer stops.
Use Solve, Make, Choose, then fill in the value sentence for the winner:
"This is for ___, who wants ___, and it helps by ___."
Cardboard, paper or a pretend service, finished in under an hour.
Your child watches them use it and asks, "What would you change?"
In the classroom: start with a shared problem like lost property, have students list ten ideas each, then check their top three in pairs.
You set the budget, supervise tools and choose who your child tests with. The ideas and the prototype belong to your child. Start with free materials, supervise anything that cuts or heats, and check allergies and council rules before any food is sold.
When your child gets stuck, ask "What do you think the next step should be?" before offering an answer.
Shaping an idea is the third stage of the JuniorCEO Lab program, after researching customers and before building a brand. Children move from "people have this problem" to "this is what I will make".
Run each through Solve, Make, Choose and count the yeses. If two tie, ask which one they would rather spend a weekend making.
Keep it on the list, then ask for nine more before deciding. If the first idea still wins, your child can now explain why.
Yes. Walking dogs or washing bikes can solve real problems, and services often cost less to start because your child offers time rather than materials.
Ideally nothing. Cardboard, paper and tape are enough for most first prototypes. If materials are needed, agree on a small budget, such as $10, first.
This week, ask your child: "What are ten ways we could solve that?" Once people have tried their prototype, they're ready to think about a name and a look, which our next guide covers. New here? Start with entrepreneurship for kids.
Su Stanyer is the founder of JuniorCEO Lab, an Australian program that teaches children aged 10 to 13 how a business works, from exploring products and researching customers to branding, money, marketing and sales.
Government and curriculum references are general information and do not imply endorsement of JuniorCEO Lab.
In just 6 weeks, your teen will launch a real product, build their brand, and start selling.
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