12-year-old Colorado girl, troubled by Flint water crisis more than 1,000 miles away, invents lead detector

Outside Denver, a talented 12-year-old is getting national attention. It’s not for her music, it’s for Gitanjali Rao’s contribution to science.
 
“If my mom asked me what do you want for Christmas, I’d be like, lead,” Gitanjali said.
 
That’s right, lead, which Gitanjali needed for an invention.
 
“Imaging living day in and day out drinking contaminated water with dangerous substances like lead. Introducing tethys, the easy to use, fast, accurate, portable and inexpensive device to detect lead in water,” Gitanjali said in her presentation for the Young Scientist Challenge. She won the national competition for her invention.
 
It was inspired by a real-world problem. “I’ve been following the Flint water crisis for about two years,” Gitanjali said.
 
In Flint, Michigan, nearly 100,000 residents drank lead-contaminated water for more than a year.
 
“Lead is mostly harmful to younger children, about my age — giving them growth defects and potentially damaging their brain,” Gitanjali said.
 
Gitanjali said that despite living in thousands of miles away from Flint, “that’s not something I want to go through, what the Flint residents went through .. our water quality’s just as important as doctor’s appointments or dentist’s appointments.”
 
If you’ve never tested your water, Gitanjali said “that’s a big problem!”
 
With Gitanjali’s device, instead of taking days to send water samples to a lab, her device detects lead in seconds using carbon molecules — and a mobile app.
 
She’s one of many who loves science at school, but one of the few who turned an idea into an invention, said teacher Simi Basu.
 
“I am so confident that she will be able to take it to the market if we keep providing her help,” Basu said. She said what makes Gitanjali different is that she is a “risk taker — she’s not afraid to fail.”
 
She said her next project is to create a “happiness meter which measures the amount of serotonin in your body or the number of gamma rays and I still have to figure out how this works.”
 
When she does, the science world will be waiting.
Via https://www.cbsnews.com/news/gitanjali-rao-12-year-old-girl-troubled-by-flint-water-crisis-invents-lead-detector/

Why Innovation Isn’t (Only) About The Product

Innovation isn’t (only) about the product, its also about the business model!

Innovation can be a function of any company or any industry but it’s the disruptors that are innovating on so many fronts which is having such ineradicable impact. They are the ones bucking the old way of doing things for a more modern innovation mindset. If you were to stop somebody on the street and say, “what is innovation what’s innovative?” They may say the iPhone is innovative. Seventy-five percent of the answers you will get will be about a product. Jim says, “Products only develop or deliver 10 percent of the value in an innovation ecosystem. Ninety percent of the value is by innovating around the business model, customer experience, and process.”

A great example of this is Dollar Shave Club. For decades, the shaving category was entirely focused on product innovation, launching new and improved ‘blades’ at an ever-increasing premium price. However, we can’t forget some early product marketing and business model innovation done by Gillette —to essentially give away the handheld razor in order to sell more high margin razor blades. When Dollar Shave Club was launched in 2011, it knew that competing for head-on with Gillette or Schick (razors) in product innovation or for shelve space of retailers wasn’t a smart move. So instead, Dollar Shave Club decided to compete in contrast to the very business model that had historically been Gillette’s strength.Image result for dollar shave club

They didn’t create a revolutionary new razor (product innovation) or try to compete on price. Instead, they disrupted an entire industry with its business model innovation. Yes, they used a funny video (that has since been seen more than 25 million times) on social media to spread the word about great their product is. The anti-marketing-marketing approach of Dollar Shave Club focused on humor, simplicity, and value, instead of the traditional slow-motion shave and hand-on-face messaging of Gillette. And if you were really paying attention during the entire 1:33 second YouTube video, you would have noticed they started with “for a $1 per month we send high-quality razors right to your door” which got culminated with Dollar Shave Club’s $1 billion sale to Unilever.

All that sounds great – a one in a billion (literally) opportunity and you might be right. But there are ways which can you make a difference within your own company when you see an opportunity to create a new business model but face existing systems, structures, and C-Suite power?

First, embrace your idea or concept. Think through how the normal way of doing business is getting in the way of doing business as normal.

Second, create an innovation lab that (1) can’t be thwarted by high-level execs and (2) is left alone to innovate not only products but business models as well.

The next time you’re ready to tackle disruption, don’t make the mistake of just focusing on innovating around your product. Think about tipping the business model to drive an even greater change.

This is an episode you won’t want to miss. For more insights from Jim, listen to our conversation and subscribe to the What’s Next! podcast on Apple Podcasts.

Jim Harris, a principal of strategic advantage with 20 years’ experience as a professional speaker and consultant. Jim speaks internationally at more than 40 conferences a year on topics including innovation and creativity. Jim is also a columnist at The Huffington Post and author of the international best-selling book, Blindsided: How to Spot the Next Breakthrough That Will Change Your Business Forever.

 via https://www.huffingtonpost.com/entry/why-innovation-isnt-only-about-the-product_us_5a53e492e4b0f9b24bf319e4

Forbes’ ’30 Under 30′ salutes 15-year-old Munster inventor, scientist, Annie Ostojic

Annie Ostojic

Annie Ostojic began winning state and national recognition for her scientific projects and inventions as a 9-year-old student at Frank Hammond Elementary School.

Recently, Forbes Magazine named the 15-year-old Munster High School sophomore to its “30 Under 30” list joining more than 4,000 past game-changers such as basketball’s LeBron James and Facebook founder Mark Zuckerberg.

The youngest named in this year’s energy category, Ostojic is the third-youngest selected for 2018.

Nominations span the world with 15,000 to 20,000 applicants vying for a spot in 20 different categories including art, education, finance, games, healthcare, manufacturing and industry, and science.

According to Forbes Magazine, one “30 under 30” alum serves as a judge in each of the 20 categories, with 30 honorees named in each category. The honorees are vetted by a panel of blue-ribbon judges in their respective fields.

“I don’t know who nominated me,” Ostojic said. “In October, I received an email from Forbes to send in more information.”

On Nov. 14, Forbes notified Ostojic she had been selected, recognizing her as an innovator and student researcher for two inventions — her development of a novel microwave design, and her reflective device using indoor lighting to collect solar power and charge hearing aid batteries.

Ostojic’s invention of a better microwave involves a cavity design that uses cylindrical parabolic reflectors to cook food thoroughly while also saving energy. In 2015, the then-13-year-old Wilbur Wright Middle School student was named the top middle school science student in the nation for that microwave design and winner of the $25,000 Samueli Foundation Prize.

For that Broadcom Masters science competition in Silicon Valley, California, Ostojic was selected from a field more than 2,200 students in the nation by a panel of scientists.

Ostojic said her newest invention honored by Forbes was inspired by a friend whose hearing aids require changing 200 batteries a year.

Her reflective device uses indoor lighting from LED bulbs to generate solar energy that recharges batteries in a process known as photovoltaics.

“One hearing aid battery can recharge in aAnnie Ostojic, Munster High School half hour,” Ostojic said about her invention that could prevent these batteries from being disposed of in landfills. “This is a huge problem. More than 3 billion of these batteries are discarded every year.”

Currently, Ostojic has two provisional patents and met former President Barack Obama twice at the White House after winning national science competitions with her microwave design.

“We went to the EPA and the patent office,” she said about her trips to Washington, D.C. “I also met Bill Nye the Science Guy and was interviewed on NPR.”

As a freshman at Munster High School, Ostojic qualified for the INTEL International Science Fair as one of 14 delegates from Indiana.

“The first time you can compete internationally is when you’re in high school. You have to be picked from your state,” she said of the May 2017 experience in which she was one of four girls in the state delegation.

Some 2,700 delegates from the U.S. and around the world gathered at the Staples Center in Los Angeles for the INTEL science fair, she said. “The purpose is to network with other kids. Each of us was given pins and a lanyard,” she said.

As the students networked, they exchanged pins that were attached to the lanyards.

Wearing her lanyard festooned with pins from various states and nations around the world, Ostojic said, “I’m still in contact with people from India, Singapore, and China.”

Networking also is at the heart of Ostojic’s Forbes recognition.

As a member of Forbes’ “30 Under 30″ list, Ostojic will be able to network with all those previous, current and future innovators and industry leaders.

“For the past seven years, the Forbes ’30 Under 30′ list has emerged as the way that the world discovers the next generation of entrepreneurs and game-changers,” said Randall Lane, editor of Forbes Magazine and creator of the Forbes Under 30 franchise.

“This is the ultimate club: the people that will reinvent every field over the next century.”

Ostojic said she wants to concentrate on helping younger students achieve their dreams through science.

For her own future, she said, “I’m very interested in engineering and the medical field. And working with computers.”

Annie Ostojic of Munster

 

via http://www.nwitimes.com/news/local/forbes-under-salutes–year-old-munster-inventor-scientist-annie/article_3b0caab0-2050-5cd8-a1ec-d589cb59f226.html

The Most Iconic (and Patented) Games

Monopoly®

Monopoly patent

In 1935 the United States Patent and Trademark Office (USPTO) issued U.S. Patent No. 2,026,082 on Monopoly®, one of the most successful and beloved board games of all time.

As the story goes, Charles Darrow, an unemployed salesman, was struggling to support his family during the Great Depression. It was during this time that he claimed to have fondly remembered summers in Atlantic City, New Jersey, and dreamed about being a real estate mogul. These diversions purportedly lead to him formulating what has become the most popular board game of all time – Monopoly®.

Darrow felt certain he had a hit on his hands so he contacted Parker Brothers, who initially turned him down, but only after explaining that his game violated some 52 fundamental rules of a board successful game. Undeterred, Darrow marketed the game himself. As fate would have it, a friend of Sally Barton, the daughter of Park Brothers’ founder, George Parker, bought the game. At the time Mrs. Barton’s husband was the President of Parker Brothers. One thing lead to another and eventually, Parker Brothers became convinced that this game, with minor modifications, could be a huge success. As a result of his invention, Darrow became the first millionaire game inventor, thanks to royalty payments.

The irony, however, is that Darrow may not have invented the game at all, but rather he may have taken a locally popular game and made only a few changes. By the time Parker Brothers realized that Darrow might not have been the true inventor the game was already a huge success. To protect the game and its investment the decision was made to buy up all patents and copyrights on any related game, thereby ensuring the monopoly on Monopoly®.

 

 

 

 

 

 

 

Rubik’s Cube

One of the most popular games of the 1980s was the Rubik’s Cube, a puzzle game that proved enormously frustrating to many who attempted to unlock its solution.

Invented in 1974 by Hungarian inventor Ern? Rubik, the device was patented in the United States with the issuance of U.S. Patent No. 4,378,116 on March 29, 1983, with the title Spatial logical toy.

On a classic Rubik’s Cube, each of the six faces is covered by nine stickers, each of one of six colors: white, red, blue, orange, green, and yellow. See WikipediaA Rubik’s Cube craze captured worldwide attention in the 1980s, with tournaments and even the Guinness Book of World Records recognizing the fastest attempts to solve the puzzle.

Today the Rubik’s Cube has been a part of pop culture for decades, and has once again gained a new following with over 40,000 YouTube pages dedicated to the puzzle game.

 

 

 

 

Battleship

 

Battleship

Another long time favorite game is BattleshipU.S. Patent No. 1,988,301 was issued on January 15, 1935 under the title Game board, the originally patented game does not bear a lot of resemblance to the one that many of us grew up playing.

The patent explains that the invention relates to a perforated game board and pins insertable in the perforations. Although the patent explains that this perforated game board could be used for number of different games, the game we know as Battleship is described.

“The game herein illustrated as in progress might be called Battleships,” the patent reads. The game is described as requiring two players to sit facing each other. “One player, making use preferably of some erasable marking means, such as chalk, places an enclosure or line around a number of arbitrarily chosen series of perforations in groups of 4 (representing a battleship), in groups of 3 (a cruiser). The patent explains that play will go back and forth with each player calling out shots at the unseen target created by the other player. “Play continues thus and when one of the series of perforations within an enclosure has been filled with pins, that ‘ship’ is ‘sunk’.”

 

 

 

Rock’em Sock’em Robots

Rock'em Sock'em Robots

 

U.S. Patent No. 3,235,259, titled Toy boxers, was issued on February 15, 1966. The patent explains: “It is the primary object of this invention to provide a new and amusing toy in the form of a novel boxing game manually operated by opposing players.” Inventors Marvin Glass, Harry Disko and Burton Meyer, assigned the patent to Marvin Glass & Associates, and the first version of the Rock’em Sock’em Robots game was manufactured by Louis Marx and Company in 1964.

Rock’em Sock’em Robots was a game of battling robots, with each player trying to knock the others head off the block. The Red Rocker and the Blue Bomber would battle it out inside the ring.

Designed for two players, this boxing game required each player to a robot by operating the mechanism with his or her thumbs.

 

 

 

 

Twister

Twister has to make this list just because of the patent art on display in Fig. 3 (to the left) alone.

Invented by Charles Foley and Neil Rabens, and assigned to Milton Bradley Company, U.S. Patent No. 3,454,279, titled Apparatus for playing a game wherein the players constitute the game pieces, was patented on July 8, 1969. The patent explains: “The invention relates to a method of and equipment for playing a game of skill and chance for amusement and exercise purposes.”

The game is played with a playing surface the size of a large blanket, which has “a plurality of columns of loci, said loci being of such size and so spaces as to enable the players to place a hand or a foot on any designated locus, the columns of loci being different colors…” Don’t you just love the way patent attorneys write?

A “chance device” such as a spinner is included with the game. Someone not playing (i.e., a referee) will spin the wheel and call out a hand or foot with a corresponding color, which requires the players to twist and contort themselves in order to place the appropriate hand or foot on the color. The object of the game is to move into the appropriate position without falling. If a player falls or touches an elbow or knee to the surface the game is over and the other player declared the winner.

 

 

Simon

Ralph Baer, Hall of Fame inventor of the video console, was also the co-inventor of this extraordinarily popular, frustrating, and fun game. Baer, along with co-inventor Howard Morrison, invented this electronic game in the late 1970s, and launched in 1978.

U.S. Design Patent No. D253,786 was issued on Christmas Day 1979 (Fig. 1 of the patent shown left). While that might seem odd to many, the United States Patent and Trademark Office issues patents every Tuesday, and December 25, 1979 happened to be a Tuesday. Obviously, all the work to allow the patent to be done was complete well in advance. In the U.S. a patent is not officially issued until it is published, which occurred on Christmas Day 1979.

For those not familiar with this iconic game, the device is made up of four colored buttons, which light in a series. The player must repeat the sequence correctly once the lights stop. Each time the player successfully completes the correct sequence the sequence becomes longer, and as the player continues the sequence gets faster and faster. This game can still be purchased today, but the new age Simon Optix seems more virtual reality headset than anything else. In an attempt to keep the game fresh for the next generation you wear the headset and wave your hand in front of the proper color in sequence. Other varieties of this classic game include the Simon Swipe and Simon Air.

 

 

By Gene Quinn & Renee C. Quinn 
December 24, 2017 ipwatchdog.com

Freshman wins national award for robot invention

Meghna Behari is only 15, but she already has a pending patent and a national prize for an invention that will make water testing easier.

The North Allegheny freshman won the $10,000 Marconi/ Samueli Award for Innovation for her Aquabot, an automated testing device that wirelessly collects and transmits data on water quality.

She also is one of 30 finalists in the Broadcom MASTERS — Math, Applied Science, Technology and Engineering for Rising Stars — a prestigious competition for middle school students.

Meghna, the daughter of Vanitha and Jaideep Behari of Franklin Park, developed the Aquabot last year when she was an eighth-grader at Marshall Middle School for the Covestro Pittsburgh Regional Science & Engineering Fair, presented by Carnegie Science Center.

Students who place first, second or third in their category qualify for the Broadcom MASTERS, Meghna said.

She said she developed the Aquabot after “hearing about all the contamination that was happening in waterways really close to my home.”

Learning that water was being tested near her home, Meghna contacted a water quality inspector and watched him do his job. “He had this jar on the end of a large pole and he had to bring it back to the lab. And he had to do this on a weekly basis,” she said. “I thought that there had to be a better way.”

At the time, Meghna was taking a robotics class, and she created a robot to help test water quality.

“Essentially, it can detect contamination in surface water,” she said. “It can be used by anyone … and is sturdy enough to withstand field conditions if you are testing it in your local waterways.”

Meghna was one of 30 finalists who competed in October in Washington, D.C.

“I am so excited about Meghna’s success in the Broadcom MASTERS competition,” said Lisa Kosick, regional science fair director and education coordinator for Carnegie Science Center. “She is a wonderful example of the caliber of student who participates in the Covestro Pittsburgh Regional Science & Engineering Fair. Her effort to improve water testing impressed people locally, and it is great to see her work recognized nationally, too.”

Meghna said she wasn’t expecting to win. She plans to use part of her prize money to continue to develop the Aquabot.

“I definitely want to continue working on this project,” she said. “My goal is to keep it on the relatively inexpensive side. I hope it can be used in Third World countries eventually.”

Sandy Trozzo, freelance writer: suburbanliving@post-gazette.com.

via http://www.post-gazette.com/local/north/2017/12/08/North-Allegheny-freshman-robot-invention-wins-national-award-Meghna-Behari/stories/201712070008

Video of Metro Detroitrer’s ‘Michigan Beer/Pop Chair’ Invention Goes Viral

Image may contain: 1 person, sitting, tree, shoes and outdoorMatt Thompson, 48, of Garden City spent more than 100 hours creating what he calls the “Michigan beer/pop chair.”

He was inspired by a similar Labatt Blue chair, but he says he came up with his own dispensing mechanism that slides pre-chilled cans to a seated drinker’s elbow, reports Elisha Anderson of the Detroit Free Press.

The skilled woodworker build it from Cedar.

“It was a lot of fun,” he tells the reporter. “And I thought people would be entertained.”

His Facebook video below has nearly 10 million views in four months.

 

Rigby man’s toy invention being considered for national award

 

 

A Rigby man’s toy invention is being considered for a Toy of the Year award.

Jeff Larson grew up playing watermelon ball, a water game similar to football or rugby, at the Ammon swimming pool with his friends. When he went to college, he would play the game at the pool in his apartment complex.

“The games got really intense. We went through a lot of watermelons,” Larson told EastIdahoNews.com.

The reason they played with the fruit is because watermelons would sink to the bottom and slowly float to the surface, making for easy handling in the water.

The watermelons would often break and make a big mess.

That’s when Larson started thinking of a way to play with a ball that looked, felt and floated like a watermelon, yet was durable enough to withstand intense use.

“After college, I kept getting the feeling I needed to do something about this idea,” Larson said.

He put his mechanical engineering degree to work on designing a ball that lets players dribble, kick, bounce, pass and intercept under water. In 2009, Larson began working with a manufacturer.

“I got started selling this on Amazon, and it just took off. Then I decided to license it out to a bigger toy company to reach more people,” says Larson.

Today, the watermelon ball is

 

 

 

distributed by PlaSmart Inc. , and is a finalist for a Toy of the Year award.

“Each and every one of the TOTY finalists have brought joy, laughter, and learning to children around the world. From classic board games to innovative tech toys, these playthings represent the ‘best of the best’ in the world of toys and games,” said Steve Pasierb, The Toy Association’s president & CEO in a news release.

From now until January 5, people can vote for their favorite picks in each of the 17 categories. Industry professionals will determine the finalists that will move on to the Gala award ceremony held in New York City Feb. 16.

Larson is encouraging you to click here and vote for the watermelon ball.

“This is my first product, and to be a finalist for the first product I’ve come up with is pretty cool,” says Larson. “This is equivalent to being an Oscar nominee in the toy industry. That’s how big it is.”

 

 

 

 

via https://www.eastidahonews.com/2017/12/rigby-mans-toy-invention-considered-national-award/