Invention Drawing Ideas for Students

Press Invent something for a thing to invent, who it is for, a problem and one rule.

Invent a machine with three moving parts for a puppy still growing into its paws. The problem: a long car ride with nothing to do. Rule: folds flat.

Padlock: keep a part. Arrows: change only that part.

  • Inventa machine with three moving parts
  • Fora puppy still growing into its paws
  • Problema long car ride with nothing to do
  • Rulefolds flat
History (0)

Every brief you make is kept here, newest first, up to the last 20. The list stays in this browser.

    Brief of the day

     

    Invent: all 40 kinds of thing

    To wear or carry 9

    • a badge that sends a signal Draw what the other person sees or hears.
    • a coat that does one extra thing Label the extra thing with an arrow and three words.
    • a pair of gloves with a job Draw one glove open and one in use.
    • a wristband with one button Show what happens before and after the press.
    • an apron with tools built in Lay it flat and number each tool.
    • glasses that are not for seeing better Front view and side view. Say what they are for.
    • shoes with a hidden feature A side view shows the sole. Add a second view with the feature out.
    • something that clips onto a backpack Show the clip close up in a circle beside the main drawing.
    • something worn on the head Draw the head first, then build upward. Show the strap.

    To ride, push, float or fly 10

    • a carrier with one small seat Draw the passenger in it, comfortable.
    • a cart you push or pull Show the handle at the height of the person who uses it.
    • a flying machine no bigger than a book Put a hand next to it for scale.
    • a kite that carries something Draw the string, the load and which way the wind blows.
    • a machine you sit on to work Draw the seat first, then what the hands and feet reach.
    • a new kind of vehicle Show it from the side, with the rider or the load in place.
    • a scooter with one clever extra Draw the scooter plainly and the extra in a second color.
    • a thing that stays afloat Draw the waterline across it.
    • a wagon that follows its owner Show how it knows where to go.
    • something that rolls and stops by itself Mark where it stops and why.

    For the home 10

    • a box with compartments A view from above shows every space.
    • a container that sorts what goes in Draw the path of one object through it.
    • a dial that points at anything except the hour Decide what the hands point to.
    • a kitchen gadget Show it on a counter beside a spoon for scale.
    • a lamp with a second use Draw it switched on, with rays, and label the second use.
    • a mat that does something when stepped on Draw the foot coming down, then what happens next.
    • a piece of furniture Draw it empty, then again in use.
    • a shelf that moves Use dotted lines for where it moves to.
    • a thing that hangs on a door Front of the door, back of the door. Which side?
    • something that attaches to a bed Mark where it fastens.

    Helpers and signals 11

    • a bucket with something clever inside Cut it open in the drawing so the inside shows.
    • a chute or a slide that moves things Start high on the page and end low.
    • a hand tool with a fold-out part Draw it folded and unfolded.
    • a ladder that is also something else Draw it both ways, side by side.
    • a machine with three moving parts Number the parts and draw an arrow for how each one moves.
    • a robot helper with one arm One arm means one job. Draw the hand to suit it.
    • a sign that changes Draw both states side by side.
    • a toy that does a useful job Draw it at play, then at work.
    • a trap that catches nothing alive Say what it catches: crumbs, drips, runaway marbles.
    • something with a very long arm Show how far it reaches. Add a person for scale.
    • two things that only work together Draw them apart, then joined.
    How this list was compiled

    Original list written for Draw This Next, October 2026. Each entry is a kind of thing to invent and follows the word Invent. No entry says what powers the thing, how big it is or who it is for, so any rule and any user can be dealt with it. No product or brand is named. The notes are our own drawing advice. Licence: own work

    For: all 60 users

    People 22

    • a baby learning to walk Everything is at knee height.
    • a baker who starts work at four in the morning It is dark and everyone else is asleep.
    • a camper on a week-long hike Everything is carried. Show the pack.
    • a cook in a very small kitchen Nothing can take up counter space.
    • a crossing guard in winter Standing still in the cold with one hand busy.
    • a dog walker with five dogs Five leashes in one hand. Draw the dogs at five sizes.
    • a ferry captain on a wide river Back and forth all day. Show both banks.
    • a gardener with very tall apple trees How high is the top? Add a ladder for scale.
    • a goalkeeper on a rainy day Mud, gloves and a lot of waiting.
    • a grandparent with a big vegetable garden Rows of plants and a lot of bending. Draw the garden from above.
    • a house painter at the top of a ladder Both hands are busy.
    • a left-handed drummer Everything is set up the other way round. Draw the kit first.
    • a librarian with a rolling book cart Draw the cart first.
    • a lighthouse keeper with a hundred stairs Up and down, several times a day.
    • a mail carrier on a very hilly street Up with a full bag, down with an empty one.
    • a new student in a school with four floors Stairs, corridors and many doors. A cutaway view shows them all.
    • a swimmer who trains before sunrise A dark pool and one lane. Show the clock on the wall.
    • a teacher with a class of thirty Thirty of anything needs a system.
    • a violinist with a long walk to lessons The case goes everywhere. Design round it.
    • a window cleaner on a tall building Draw the building small and the cleaner smaller.
    • an astronaut on a six-month trip Nothing may float away.
    • twins who share one bedroom Two of them, one of everything.

    Animals 17

    • a bee from a rooftop hive Tiny, and a long way up. Show the roof and the street.
    • a cat that sleeps on the highest shelf Draw the shelf, then the climb up to it.
    • a dog with very short legs Low to the ground. Draw the floor line first.
    • a duck on a city pond Water below, and people on the path all round.
    • a goat on a steep hillside Four sure feet on a slope. Tilt the ground line.
    • a goldfish in a classroom tank It must work under water.
    • a hamster that runs all night Small scale. A coin beside it shows the size.
    • a hen with nine chicks Ten users, really. Count them in the drawing.
    • a kitten small enough to sit in a shoe Draw the shoe beside it for scale.
    • a pony that gives rides at a fair A small horse and a line of riders.
    • a puppy still growing into its paws It will be bigger next month. Does the invention grow too?
    • a rabbit in a hutch with two floors A ramp joins the floors. Show the hutch cut open.
    • a snail halfway up a window Tiny, and stuck to glass. Draw it from the other side.
    • a sparrow building a nest Twigs go in one at a time.
    • a spider in the corner of a classroom High up and very small. Add a desk for scale.
    • a squirrel with a winter store of nuts A hidden store. Show where it is.
    • a very old tortoise Slow, strong and in no hurry at all.

    Storybook characters 21

    • a caped hero who can fly Draw the invention in use in mid-air.
    • a cloud no bigger than a pillow It floats. Whatever you build has to go up there too.
    • a dragon the size of a house cat Small wings, small flame. A teacup beside it shows the scale.
    • a ghost who can float through walls It cannot hold anything. Design for that.
    • a giant who lives on a mountaintop Draw a house at the giant's feet to show the size.
    • a king with a hundred rooms A long way from the bedroom to the kitchen.
    • a knight with a very heavy shield Armor has no pockets. Where does the invention go?
    • a mermaid with a long silver tail No feet. It has to work in water.
    • a pirate with a parrot on each shoulder Two parrots, two opinions. Give them a perch each.
    • a princess who climbs trees Do not change the hobby. Change the kit.
    • a robot with wheels in place of feet Stairs are out. Ramps are in.
    • a scarecrow in the middle of a field It cannot leave its post.
    • a shy monster with three eyes Three of anything that eyes use.
    • a snowman in a front yard It has to stay cold.
    • a talking tree Roots stay put. Everything must come to the tree.
    • a time traveler from long ago Everything here is new to them. Label it clearly.
    • a tooth fairy no bigger than a thumb Small flier, big load.
    • a troll who lives under a bridge Footsteps overhead all day.
    • a wizard in a very tall hat The hat is taller than the doorway. Use that.
    • a yeti with enormous feet Fur that cannot come off, and very big boots.
    • an alien visitor with six arms Six hands can work six things at once.
    How this list was compiled

    Original list written for Draw This Next, October 2026. Each entry is someone an invention could be for, with one fact about them that shapes the design and no trouble of their own, so the dealt problem is the only problem in a brief. No person is described by looks or a background. The notes are our own drawing advice. Licence: own work

    Problem: all 80 problems

    At home 21

    • a bath that goes cold too fast Keep the warmth in. Show where it escapes.
    • a bedroom floor nobody can see Sorting, lifting or hiding: choose one.
    • a blanket that slides off What holds it, without trapping the sleeper?
    • a cereal box that always spills Look at the pouring end.
    • a door that bangs shut in the wind Slow it down near the end of its swing.
    • a drawer that will not shut Find what is sticking up.
    • a jar lid that will not turn More grip or more leverage.
    • a knot of charging cables Each cable needs its own lane.
    • a light switch too far from the bed Reach across the gap without getting up.
    • a pet that wakes the house at dawn Solve it for the pet as well as the people.
    • a refrigerator that someone forgot to shut It needs to say so, politely.
    • a remote that hides in the couch Stop it hiding, or help the search.
    • a sister or brother who helps themselves to everything A fair system beats a lock.
    • cold feet at night It has to work all night without waking anyone.
    • crumbs in the bed Catch them before they land.
    • house keys that are never where they were left Give them one home and a reason to go there.
    • houseplants that go thirsty over a long weekend A reminder, or a way to water without anyone.
    • shoes that end up in different rooms Pairs want to stay together. Help them.
    • socks that vanish in the wash Draw where you think they go. Then stop them.
    • toothpaste that runs out without warning A warning is half the invention.
    • wet towels left on the floor Make hanging one up easier than dropping it.

    At school 19

    • a ball stuck on the gym roof Get it down without anyone climbing.
    • a board that the back row cannot read Bring the words nearer or make them bigger.
    • a chair that rocks on an uneven floor Level it without cutting anything.
    • a classroom that is too warm in June Move the air without scattering the paper.
    • a finished worksheet forgotten at home It has to reach school by itself, or never be left.
    • a line for the slide that never gets shorter Make the wait fair or make the wait fun.
    • a locker that will not close The problem is inside. Organize it.
    • a lunch that arrives squashed Protect the soft things from the hard things.
    • a lunchroom too loud to talk in Soak up the sound or make a quiet corner.
    • a pencil case with no sharp pencil in it Sharpen on the spot or keep one in reserve.
    • a pencil that rolls off the desk Round things roll. Change the shape or the desk.
    • a recorder that squeaks Find where the squeak starts.
    • a school bag that is too heavy Move the load, share the load or roll the load.
    • a water bottle that leaks into the bag Seal it or keep it upright.
    • forgotten gym shoes A reminder that happens at the front door.
    • paint water that gets knocked over A wider base or a holder.
    • soggy mittens after recess Dry twenty pairs by the next break.
    • thirty coats on thirty identical pegs Help each owner find theirs at a glance.
    • worksheets that blow off the desk Hold the paper and still let the pencil move.

    Outside 21

    • a ball that keeps going over the fence Fetch it back without knocking next door.
    • a bike seat that is wet every morning Cover it, tip it or dry it in one wipe.
    • a dog leash that tangles round legs Keep it short until it needs to be long.
    • a flashlight that dies at the worst moment Show how much light is left.
    • a flying disc lodged high in the branches Reach it from the ground.
    • a hat that blows away Fasten it without a tight strap.
    • a hose that kinks just as the water starts Keep the bends gentle.
    • a picnic visited by ants Give the ants their own picnic somewhere else.
    • a sandbox that the neighbor's cat has claimed Cover it when nobody is playing.
    • a sandcastle the tide always takes Slow the sea or build something that can move.
    • a sled that will not steer Add something that turns.
    • a snow cone that turns to slush too soon Catch the drips on the way down.
    • a swing that is always taken A fair way to take turns that nobody has to police.
    • a tent that keeps falling down Find the weak corner.
    • an umbrella that flips in the wind Let the wind through, or give it a new shape.
    • birdseed that the squirrels always get to first Birds are light and squirrels are heavy. Use that.
    • leaves that keep covering the path Gather them faster than they fall.
    • mud tracked indoors after a rainy walk Clean them before they cross the mat.
    • puddles too wide to jump A way across, or a way through.
    • snow down the back of the neck Close the gap between the hat and the collar.
    • sunglasses that keep sliding down Add grip in the right place.

    Getting about and getting along 19

    • a birthday cake with too few slices Cut it fairly for an odd number.
    • a board game with a missing piece Make a stand-in that will not get lost.
    • a bus stop with nowhere to sit A seat that folds away, or one that comes along.
    • a cello that has to travel by bicycle Balance is everything. Draw it from the side.
    • a cookie jar on the very top shelf Reach up or bring the shelf down.
    • a group photo where someone always blinks Get every eye open at once.
    • a hallway where everyone walks into each other Lanes, signals or a one-way plan.
    • a library book that is always checked out Let the next reader know the moment it is back.
    • a long car ride with nothing to do Something that needs no screen and makes no mess.
    • a present that is an awkward shape to wrap Wrap it, or disguise it as a different shape.
    • a secret that keeps slipping out Somewhere safe to put it.
    • a stroller at the bottom of a flight of steps Wheels and stairs do not mix. Yet.
    • a suitcase with one bad wheel Fix the wheel or carry the corner.
    • a team that cannot agree on a name A fair way to choose.
    • a turn that never seems to come Make the order visible.
    • an apology that will not come out Something that starts the sentence.
    • grocery bags that dig into fingers Spread the weight across the hand.
    • new names that will not stick A reminder that is not rude.
    • one window seat and two friends who want it Share it by time, or make a second window.
    How this list was compiled

    Original list written for Draw This Next, October 2026. Each entry is a small everyday problem that a student will know, and is named after the words The problem. None is a danger, an illness or anything a grown-up should handle. The notes are our own drawing advice. Licence: own work

    Rule: all 40 rules

    What makes it go 10

    • moved by pulling one string Follow the string from the hand to the far end.
    • no batteries Find another push: a hand, a spring, the wind, a slope.
    • no electricity at all Draw an arrow for every push and pull.
    • powered by falling water Draw the water coming in and going out.
    • powered by one person pedaling Follow the movement from the feet to the working part.
    • powered by the wind Show which way the wind blows and what it turns.
    • runs on sunshine Say what it does on a cloudy day.
    • started by a single push After the push, everything else happens on its own.
    • works by gravity alone Something has to start high. Mark the top.
    • wound up like a clockwork toy Draw the key and where it goes.

    What it is made of 8

    • every part had another life first Label what each part used to be.
    • has at least one wheel Decide what the wheel is for before anything else.
    • made from things in a pencil case Rulers are beams and erasers are bumpers.
    • made from three items rescued from the recycling Name the three in labels.
    • made only of cardboard and string Folds and knots do the work of glue.
    • must use a clothespin, a rubber band and a spoon All three, each doing a real job.
    • tied together with rope, no glue or nails Knots at every joint. Draw one knot large.
    • uses a magnet Show what it pulls, and what it must not pull.

    Its shape and size 10

    • comes apart into three pieces Draw the pieces side by side with arrows to show how they join.
    • floats if it falls in water Add a waterline and show what keeps it up.
    • folds flat Draw it open, then folded, with dotted fold lines.
    • hangs on a hook when not in use Add the hook and the loop it hangs by.
    • has a see-through part Show what can be seen through it, and why that helps.
    • has no sharp corners Round every edge. It changes the whole look.
    • has one handle, in the right place Draw the hand, paw or claw that holds it.
    • packs into its own case Draw the case as a dotted outline round it.
    • stacks with others like it Draw three in a pile.
    • works with a single hand Show what the other hand is busy with.

    Simple machines and how it is used 12

    • can be used with the lights off Feel replaces sight: bumps, clicks, shapes.
    • makes no noise Pad whatever knocks.
    • needs no instructions The shape should say how to hold it.
    • shows when its job is done A flag, a click or a color that changes.
    • two can use it at the same time Give it two handles, two seats or two ends.
    • uses a lever One of the six classical simple machines. Label the bar and the point it turns on.
    • uses a pulley One of the six classical simple machines. Draw the rope and label the wheel.
    • uses a screw One of the six classical simple machines. Label the thread.
    • uses a wedge One of the six classical simple machines. Label the thin edge.
    • uses a wheel and axle One of the six classical simple machines. Label both parts.
    • uses an inclined plane One of the six classical simple machines. Label the sloping surface.
    • uses two different simple machines Choose from lever, wheel and axle, pulley, inclined plane, wedge and screw.
    How this list was compiled

    Original list written for Draw This Next, October 2026. The six classical simple machines named here (lever, wheel and axle, pulley, inclined plane, wedge and screw) follow the English Wikipedia article Simple machine (https://en.wikipedia.org/wiki/Simple_machine, read 2026-10-01). The other rules and all the notes are our own. Licence: own work

    How it works

    These invention drawing ideas for students come as a brief: a kind of thing to invent, who it is for, the problem it fixes and one rule. Press Invent something, then draw your invention and label its parts.

    Read the full guide

    Draw it the way an inventor would

    Draw the whole invention first, large. Add a second, smaller drawing of it in use, with the person or animal it is for. Label each part with a line and two or three words, and give the invention a name.

    Rules that ask for a simple machine

    Some rules name a simple machine. The six classical ones are the lever, the wheel and axle, the pulley, the inclined plane, the wedge and the screw. Label the one you used. Print 30 briefs gives every student in a class a different one.

    • Silly answers count. An invention only has to fix the problem in the brief.
    • Stuck? Draw the problem first, then add one thing that would stop it.
    • The problem belongs to whoever the brief is for. If two parts will not fit, keep the others and press again.

    Questions and answers

    What can students draw for an invention project?

    Something that fixes a small problem for someone: a thing to wear, something to ride, a gadget for the home or a helper. Each brief here names the user, the problem and one rule, so the drawing has a job to do.

    How do you draw an invention?

    Draw it big, from the side that shows the most. Add labels on lines, arrows for anything that moves and a small picture of it being used. A name and one sentence about what it does finish the page.

    What are the six simple machines?

    The lever, the wheel and axle, the pulley, the inclined plane, the wedge and the screw. Six of the rules here ask for one of them by name, and one rule asks for any two.

    Can a whole class use the same brief?

    Yes. Put one brief on the board and compare the answers, or print 30 and hand out one each. All four lists are written out below, so a student can also choose the parts by hand.