Technovation Girls is a global competition where teams of girls aged 10–18 solve a social problem with an app or AI, plus a business plan and a pitch video. Judging looks beyond technology at which problem was chosen, how it was solved, and how it was communicated. So at CIT, students find a real problem in the field before writing code. This page shows that ideation process, in pictures.
Technovation doesn't only look at whether the app is well built. It also weighs which problem you chose, whether it can become a business, whether you did it as a team, and how you presented it. Choosing a good problem and communicating it well matter as much as the technology.
All five together. No coding experience is needed to start — learning materials are provided — and while AI isn't required, projects that use it have scored higher.
That's why we start with the idea. At this scale, the teams that stand out aren't the ones with the flashiest app — they name a specific problem in their own school or neighborhood and back it with evidence. Finding that problem is the heart of ideation.
A good idea does not arrive all at once. It goes through four set steps. First the problem is opened wide and narrowed to one; then the solution is opened wide and narrowed to one. The two diamonds are that rhythm.
Collect frustrations people face around you — neighborhood, school — without judging.
WidenPick the most pressing one and check it against real users and evidence.
NarrowOpen up many ways to solve it with an app or AI, from several angles. No judging yet.
WidenWeigh candidates and settle on one, scoped to build within the season.
NarrowIf the team isn't writing code early in the season, that's normal. This is the stage for finding and sharpening a problem. Skipping it produces the most common entry.
Technovation treats not just the app but the business plan and pitch as one project. So after ideation come business design and presentation. The five steps below are the order the team walks together.
Teams have 2–5 members plus 1 mentor. By age, entries split into Junior (10–14) and Senior (15–18). Eligibility and dates change each year — check the competition page and the official site.
"What app to build" is not decided from imagination. Students gather real material in four ways and write down the frustrations that recur. The voices and data collected here become the evidence behind the idea.
Ask the people who actually face the problem. "When did that last frustrate you?" Write answers exactly as spoken.
Confirm with a survey how many share the frustration, and watch the real situation firsthand. Is it one person's guess, or many people's problem?
Find public statistics that show the scale — environment, education, health. One number is evidence that "this is a real problem."
Check whether similar apps already exist and what they lack. This is where the team's own angle and business case come from.
Rule for this stage: no app talk yet. Write only "friends struggle with recycling" — not "let's build a recycling app." The discipline of not rushing to a solution is the hardest part of ideation, and the line between a strong team and a common entry.
From the collected problems, pick one and write clearly who can't do what, and why. With the same topic, how concretely you've dug to the root cause decides whether it becomes a buildable problem or an unworkable sentence.
Don't stop at the visible symptom; ask "why?" repeatedly until you reach the real cause. Change the cause and the app changes too.
One verbatim interview line shows the pain is real and current.
A survey or public statistic shows the scale.
Search for similar apps and confirm none solves it well yet.
By this point the app comes not from imagination but from a chain of evidence. And Technovation goes further, to designing that app as a sustainable business. Read left to right.
Score each candidate on five axes; if any one is weak, cut it or fix it. A strong idea fills all five evenly. This evidence-based filtering is the final step of ideation.
The five axes are feasibility · social impact · originality · technical depth · sustainability. However good the spark, if one axis collapses it's hard to finish within the season.
Prep runs about 3–4 months during the season (Jan–Apr). The red and gold bands below are the problem-finding and ideation described above; the green build band comes after.
In the first few weeks there may be little to see on screen. The user evidence and problem definition built here carry the development and pitch that follow. If behind, we cut scope to protect quality rather than add features.
This ideation process is not a competition-only skill. Reading a problem through evidence, observing users, designing for a business, and presenting as a team carry straight over to school activities and beyond.
The habit of confirming a problem with users and data instead of vague impressions.
Going beyond the technology to design who gains lasting value, and how.
Dividing roles and combining strengths into one result.
Communicating problem and solution briefly and clearly.
There is little you need to do at home. When your child asks "what's the most inconvenient thing around us?", tell them what you've actually experienced, and support the time they spend preparing with teammates and their mentor. One problem your child observes becomes the starting point of the project.
Awards can't be guaranteed — outcomes depend on the number and level of entries each year. This
page introduces the ideation method covered in our lessons. Eligibility, team rules, and dates
change annually, so check the
competition page and the official site; for
questions, contact your teacher or jc@citcoding.com. Same approach for other competitions: CAC · KSEF · KOAI.