Riverpoint Academy, a high school located in Washington State known for its interdisciplinary, project-based STEM curriculum, added a D.I.Wire to their makerspace shop in 2015. A desktop wire bender was something new to the Riverpoint Academy (RA) learning space, and at first, students were unaware of the capabilities such a small machine could have. However, it did not take long for students to go from experimentation to design and fabrication.
92Y DESIGN LAB
The 92Y in Manhattan wanted to offer a 15 week session afterschool course based on design thinking that would incorporate the newest tools in the maker movement. Along with a 3D printer, the DIWire was integral to the course as students learned to take ideas from concept through prototyping, testing and iteration. Afterschool programs have their own challenges: shared space, limited time, and often mixed age groups. For the Design Lab, eight students aged 9 to 12 joined up based on their general interests-- none of the kids had used digital fabrication tools before, but all had interest in exploring the world of design.
DIWire Clock Short Run
Mark Prommel, partner and design director at Pensa, became inspired to design the DIWire clock when he saw the strength of the DIWire being able to create precise, repeated shapes. He began thinking about designs that take advantage of creating forms using single lines and wanted the lines of the object to become integral to the structure of the piece. His final clock design showcases numbers that are the perfect way to utilize the function of the DIWire that would otherwise be very difficult to achieve.
The first robotics team
In the fall of 2013, after the launch of the DIWire Kickstarter, Elliot Owens, a senior at Crystal Springs Uplands School in Hillsborough, CA, contacted Pensa Labs to present us with the opportunity to sponsor the their team in the FIRST Robotics Competition. It would be the first year the Crystal Springs Uplands School would be competing. Under strict rules, limited resources, and time limits, teams of 25 students or more are challenged to raise funds, design a team “brand,” hone teamwork skills, and build and program robots to perform prescribed tasks against a field of competitors.