Modular Building Block Base with Graph Card Difficulty Indicators

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Solution Overview

Problem

Existing intelligence toys are difficult for preschool children aged 3-6 to comprehend and handle, lacking diversity in difficulty levels and entertainment quality.

Innovation Solution

A puzzle game toy using graph cards and building blocks with a base and building block base that form a holding space, featuring clamping blocks and perforations, allowing for different arrangement modes and difficulty levels, designed specifically for 3-6 year olds.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional question book methods are used to adjust difficulty levels, then the intelligence toy can accommodate older children and adults, but it becomes difficult for preschool children aged 3-6 to comprehend and handle

Engineering Contradiction:
Improvedifficulty level adjustmentVSAvoidcomprehensibility for preschool children
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent divides the intelligence toy into segmented components: graph cards with different difficulty levels (differentiated by star symbols), modular building blocks, and a structured base system. This segmentation allows preschool children to start with simpler graph cards (fewer stars) and progressively tackle more complex ones, making the difficulty adjustment visual and intuitive rather than abstract like traditional question books

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent uses visual differentiation through star symbols printed on graph cards to indicate difficulty levels. This visual cue system transforms abstract difficulty concepts into concrete, visually distinguishable elements that preschool children can easily comprehend and select based on their current ability, replacing the text-heavy question book approach

Inventive Principle:
Principle #32Color changes

2Ease of manufacture

If the intelligence toy uses a fixed structure, then it is easy to manufacture, but it lacks diversity in gameplay and entertainment quality

Engineering Contradiction:
Improvestructural simplicityVSAvoidgameplay diversity
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The patent creates a universal base structure that supports multiple graph cards and various building block combinations. The base with standardized locating holes and the building block base with perforations can accommodate different graph card layouts and building block arrangements, enabling diverse gameplay modes (color matching, shape assembly, pattern recognition) while maintaining a simple, manufacturable core structure

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The patent introduces dynamic elements through removable graph cards and reconfigurable building blocks. Children can swap graph cards to change game objectives and rearrange building blocks to create different configurations. This dynamic reconfigurability provides endless gameplay variation without requiring complex permanent structures, maintaining manufacturing simplicity while achieving versatility

Inventive Principle:
Principle #15Dynamics

3Reliability

If the building blocks are designed with complex connection mechanisms, then they can be securely fixed, but the toy becomes difficult for preschool children to assemble

Engineering Contradiction:
Improveblock fixation stabilityVSAvoidassembly difficulty for children
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent uses visual copying as the primary connection mechanism. Graph cards display target patterns that children replicate by selecting and assembling building blocks. The connection between blocks and base is achieved through simple gravity-based insertion into perforations, with optional lugs providing passive mechanical retention. This eliminates complex active connection mechanisms while maintaining stability through visual guidance and straightforward physical assembly

Inventive Principle:
Principle #26Copying

4Manufacturing precision

If the intelligence toy provides detailed instructions like question books, then it ensures correct assembly, but it reduces the learning interest and entertainment quality for children

Engineering Contradiction:
Improveassembly accuracyVSAvoidlearning interest
Core Design Contradiction:
Manufacturing precisionVSAdaptability or versatility

Solution Approach 1:

The patent enables self-service learning through visual graph cards that serve as intuitive instruction guides. Children independently interpret the star-rated difficulty indicators and pattern designs on graph cards, select appropriate building blocks, and assemble them to match the visual targets. The system provides built-in feedback through the visual comparison between assembled blocks and graph card patterns, eliminating the need for external question books or adult supervision while maintaining high assembly accuracy and fostering autonomous learning

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS10453357B2Intelligence toy used with graph cards
Publication Date: 2019.10.22 LONPOS BRAINTELLIGENT
  • US10453357B2 patent drawing
  • US10453357B2 patent drawing
  • US10453357B2 patent drawing

AI summary

An intelligence toy used with graph cards, comprising: a base, a building block base, a building block set, and at least one graph card. The building block base includes twenty five perforations, the building blocks consist of six different building blocks, each consisting of 3 to 5 block units, and the graph card includes at least one mark, the mark corresponds to the perforation of the building block base above and is visible through the perforation, and then the six building blocks are arranged in the twenty five perforations of the building block base corresponding to the marks, whereby a variety of games are displayed through the different marks displayed on the graph card, providing to young children aged 3-6 in order to understand and operate, and to achieve the effect of inspired intelligence.