IMPACT BY DESIGN
INITIATIVE

The Impact by Design Initiative is a cross-sector collaboration that supports schools, educators, and young people in creating real, deployable solutions for real community needs. Rooted in the belief that students should be empowered to design with empathy and build with purpose, the initiative provides a two-phase pathway — from open ideation and simple prototyping to full engineering, fabrication, and public deployment. As we prepare for the 2026 cycle, this platform introduces the mission, structure, and opportunities available to schools who want learning to translate into meaningful community impact.

2026 EDITION / 001

「鳥見」こそは紳士淑女のホビーである。

CULTURE

「鳥見」こそは紳士淑女のホビーである。

Impact by Design Initiative

Build what matters.

Young people are bursting with ideas. Communities have authentic needs. The Impact by Design Initiative exists to bring both together — through a structured, supported, and meaningful innovation journey where students design real solutions for real people.

Unlike typical competitions, which stop at polished slides or demos, Impact by Design pushes students further: toward empathy, usefulness, durability, and actual deployment. This is where education, engineering, and social purpose meet.

Impact by Design

Build what matters

Person writing

What We Do

Young people are bursting with ideas. Communities have authentic needs.

The Impact by Design Initiative exists to bring both together — through a structured, supported, and meaningful innovation journey where students design real solutions for real people.

Unlike typical competitions, which stop at polished slides or demos, Impact by Design pushes students further: toward empathy, usefulness, durability, and actual deployment. This is where education, engineering, and social purpose meet.

TWO PHASES, ONE JOURNEY

The programme is designed as a two-phase pathway that meets schools where they are. Teams may join Phase 1 on its own, or progress through Phase 2 to bring their ideas to full deployment.

Phase 1 focuses on curiosity, empathy, and clear thinking. Students express ideas through simple prototypes — using any platform, from cardboard to Scratch to Stick'em mechanical models. No special equipment is required. All participating teams will have the opportunity to visit and interact with the CPAS community to understand their needs firsthand.

Phase 2 supports teams in transitioning early concepts into durable, public-ready builds. With support from maker educators and fabrication partners, students refine, test, and strengthen their designs to be safe, reliable, and functional in real community settings.

Flexible scheduling: Schools choose their own working timeline within each phase window. Whether your team meets weekly during CCA, runs an intensive holiday sprint, or spreads sessions across the term — you decide what fits your school calendar.

PHASE 1: IDEATION & PROTOTYPING

January – May 2026

Phase 1 lowers the barrier to innovation. Students explore lived experiences, community observations, and partner briefs — including a visit to the CPAS community to understand their needs directly. They learn to identify opportunities and express ideas through quick, accessible prototypes.

Prototyping can be done with any medium — paper models, cardboard rigs, digital mockups, Scratch, MakeCode, Micro:bit, or simple mechanical builds. Younger students receive additional support through our Stick'em partnership.

Phase 1 concludes with a judging round that evaluates clarity, potential impact, and community understanding.

Phase 1 (DIY) — FREE

  • Register and receive the challenge brief
  • Access online resources and community Q&A sessions
  • Submit your work for judging and selection

Phase 1 Plus — Build Your Own Package

  • Coaching Sessions$150/hr
  • Teacher Workshop$300/session
  • Materials Kit$800

PHASE 2: BUILDING & DEPLOYMENT

June – August 2026

Phase 2 transforms promising ideas into real, usable systems. Teams work closely with engineers and fabrication partners to transition their prototypes into dependable solutions.

Students port their ideas to robust platforms such as Arduino and experiment with materials, mechanisms, and structures that will stand up to real-world use. They learn about iteration, testing, safety, and durability.

The phase ends with a public showcase at the Impact by Design Festival, where final builds must operate continuously for real users — a true measure of relevance and practicality.

Phase 2 (DIY) — FREE

  • Access technical documentation and online support
  • Submit your build for judging and selection

Phase 2 Plus — Build Your Own Package

  • Engineering Mentorship$160/hr
  • Fabrication ServicesFrom $1,500
  • Technical Validation$800
Building and deployment

WHY IMPACT BY DESIGN

Schools today are filled with bright ideas, but many learning experiences stop at presentations, slides, and short-lived prototypes. Impact by Design was created to close the gap between student imagination and real-world application.

We believe that innovation becomes meaningful when it is anchored in authentic needs. This initiative combines empathy, experimentation, and engineering to help students solve problems that genuinely matter — from accessibility challenges to wellbeing, sustainability, and inclusion.

The goal is simple: to help young people see that their ideas can become something real, usable, and valued by the communities around them.

Building for Real Impact

DEPLOYMENT

Building for Real Impact

From prototypes to production-ready solutions, students experience the full journey of bringing ideas to life in real community settings.

FOR ALL LEARNERS

The initiative is intentionally inclusive. It supports learners across different ages, strengths, and disciplines.

Primary students focus on exploration and simple mechanical thinking. Secondary students prototype, test, and refine early concepts. IHL teams work at implementation scale, preparing solutions for real deployment.

At every level, teams are encouraged to be cross-disciplinary. Artists, designers, coders, storytellers, and builders learn to contribute their strengths to shared community goals.

TOOLS THAT FIT THE IDEA

We do not prescribe tools during the ideation stage. Students prototype with whatever they are comfortable with. Tools should serve thinking, not the other way around.

Only in Phase 2, where reliability matters, do teams transition into standardised platforms such as Arduino and fabrication techniques supported by our partner ecosystem.

This approach ensures accessibility at the start and safety, maintainability, and consistency at deployment.

Building for Real Impact

DEPLOYMENT

Building for Real Impact

From prototypes to production-ready solutions, students experience the full journey of bringing ideas to life in real community settings.

SCHOOL SUPPORT AT EVERY STEP

Schools receive structured guidance throughout the journey:

Phase 1:

• onboarding for teachers and teams
• empathy + design thinking methods
• challenge briefs co-created with partners
• prototype coaching
• judging and feedback

Phase 2:

• engineering mentorship
• fabrication, materials, and porting support
• technical validation and safety checks
• festival deployment
• documentation and reflection tools

The initiative helps schools build capacity, not dependency.

ORGANISERS & PARTNERS

Jointly organised by:

Singtel, Lionsforge, and Cerebral Palsy Alliance Singapore (CPAS)

Programme partners:

Scaffolds (KWHD) — education design, facilitation, teacher support

Science Centre Singapore — prototyping masterclass

TinkerMind — mobile prototyping labs and 3D printing

TinkerTanker — electronics, kits, and the Stick'em ecosystem

HACKATHON TIMELINE

10 March — Registration deadline

12 March — Kick-off briefing via Zoom, 3 pm

24/25/30 March — CPAS campus tours (East & West, 3–5 pm)

4 May — Semi-finals video submission

15 May — Top 12 finalists announced

25 May – 14 June — Prototyping Masterclass (Science Centre & Lionsforge)

6 August — Finals at CPAS Campus East

6 October — Singtel Carnival: winning designs fabricated and deployed

Tech & Tools

LIFESTYLE

Tech & Tools

Phase 1: Use anything — Scratch, cardboard, apps.Phase 2: Industry-standard platforms like Arduino for durable builds.

Social Proof

COMMUNITY

Social Proof

Singtel Carnival: Adaptive carnival games designed by youth, professionally fabricated and deployed for children with special needs.135 students designed adaptive games for children with multiple disabilities.

IG
TW
YT
FB

WORK THAT MATTERS

Our partner ecosystem has supported real-world builds across Singapore:

Singtel Carnival for Special Needs Children:

Now in its 12th year. Winning hackathon designs are professionally fabricated and deployed at the annual carnival on 6 October 2026.

Singtel x Lionsforge Inclusive Hackathon:

135 students designed adaptive carnival games enabling children with multiple disabilities to engage and enjoy — a landmark in empathy-driven STEAM education.

National Family Festival Installations:

Large-scale mechanical builds deployed publicly for thousands of families, proving our fabrication capabilities at community scale.

These outcomes illustrate what's possible when students are supported to build beyond the classroom.

Banner
Flower Art

JOIN THE INITIATIVE

We invite schools to participate in a programme that helps young people design meaningful change.

Whether you begin with Phase 1 or commit to the full journey, we're here to support you in bringing purposeful innovation into your school community.

EDUCATOR RESOURCES

Singtel x Lionsforge Inclusive Hackathon 2026

Scaffolding materials for educators preparing students to design adaptive carnival games for children with multiple disabilities, in partnership with CPAS.

The core principle: move from broad assumptions to specific constraints. A game designed for "wheelchair users" as a category makes assumptions that won't hold for most people it's meant to serve.

Body Storming: Students must physically simulate constraints before writing problem statements. This replaces assumptions with evidence-based understanding.

Problem Statement Formula:
"[Who] needs [what specific experience] because [what physical constraint makes this hard]"

PLAYER PERSONAS

Design Constraints for Inclusive Games

1. Gross Motor Player

Can strike with an open palm but cannot reliably grip or pinch. Design for broad, forgiving input surfaces.

2. Limited Reach Player

Functional range restricted to a 20–30cm arc, often centered on a lap tray. All game elements must fit within this zone.

3. Sensory Player

Requires strong physical and visual feedback to understand game actions. Every interaction must produce clear, multimodal responses.

KEY DATES & STRATEGY

Hackathon 2026 Timeline

Mar 10 — Registration deadline

Mar 12 — Kickoff briefing via Zoom, 3 pm

Mar 24–25, 30 — CPAS campus tours (East & West)

May 4 — Semi-finals video submission

May 15 — Top 12 finalists announced

May 25 – Jun 14 — Prototyping Masterclass

Aug 6 — Finals at CPAS Campus East

Oct 6 — Singtel Carnival deployment

BRAINSTORMING

Generate ideas without evaluation first, then filter. The framework encourages designing the worst possible game for the persona, then inverting those elements to reveal hidden constraints.

This inversion technique surfaces design requirements that direct brainstorming often misses.