LEGO Mindstorms
LEGO Mindstorms
LEGO Mindstorms
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LEGO Mindstorms
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Christopher Beland
Wesley Chan
Dwaine Clarke
Richard Park
Michael Trupiano
Contents
1.0 INTRODUCTION......................................................................... 3
2.0 STRUCTURE OF AN ENGINEERING (R)EVOLUTION ...... 6
3.0 THE EPISTEMOLOGY AND LEARNING GROUP............... 8
4.0 THE LEGO COMPANY............................................................ 23
5.0 THE MIT MEDIA LABORATORY: A FOSTERING
ENVIRONMENT........................................................................ 31
6.0 SYNTHESIS ................................................................................ 38
7.0 APPENDIX: THE MEDIA LABORATORY AS A
SOLUTION TO THE INNOVATOR’S DILEMMA............... 39
8.0 ACKNOWLEDGEMENTS ....................................................... 41
9.0 REFERENCES ............................................................................ 42
1.0 Introduction
In 1998, the LEGO Company released a new product called the LEGO
Mindstorms Robotic Invention Kit that became an instant commercial
success. Children and those young at heart could buy the $200 kit—
consisting of 717 pieces including LEGO bricks, motors, gears, different
sensors, and a “RCX Brick” with an embedded microprocessor—and
construct and program various LEGO robotic creations. In fact,
Mindstorms creations featured on the LEGO web site include an
automated blackjack card dealer, a robot that crawls up walls, and even a
robotic toilet bowl scrubber.
Figure 1.1 The LEGO Mindstorms Robotic Invention Kit consists of 717 pieces, including
LEGO blocks, motors, gears, various sensors, a RCX brick with an embedded
microprocessor, and software for programming Mindstorms creations.
Sold in toy stores across the world, the Mindstorms kit became one of the
hottest selling Christmas gifts that year in the United States, selling 80,000
units in less than three months. The New York Times heralded the product
as a “new revolution” for LEGO, moving a toy company that was losing
money from “increasing competition from electronic toys and computer
games” back into the black [33].
Furthermore, the adult engineering and so-called “hacker” community
embraced the Mindstorms product—a huge surprise to the LEGO
Company—boosting sales by 300 percent in 1999. As a testament to this,
Figure 1.2 An “Automated Blackjack Card Dealer,” a Mindstorms creation built by one of
the numerous adult engineers and so-called hackers that have purchased and
embraced the Mindstorms product.
The “technology transfer,” however, was not a one-way process, nor was
it anything as simple as cloning a product or being aware of a new idea.
“The only thing they couldn't tell me is why they were doing
it. Once they realized it was possible, they could not conceive
of not making one.” [8]
3.1 People
The philosophies and theories of the Epistemology and Learning group
find their origins in a chain of influences that began with Dr. Jean Piaget.
Piaget’s teachings greatly influenced his colleague, Dr. Seymour Papert.
Papert, in turn, attracted his own enthusiasts, which included Dr. Mitchel
Resnick, and several graduate students and academic colleagues.
Born and educated in South Africa, Dr. Papert was a mathematician who,
in the 1950’s, became interested in using science in the service of
understanding how children think and learn. In the early 1960’s, he
worked extensively with famed developmental psychologist Dr. Jean
Piaget, a pioneer of the constructivist educational movement.
“Seymour was among the first to see that massive change was
needed in the education system, partic ularly math and science
education, and to recognize the role that technology could
play in learning. He was also one of the first to recognize that
technology in the classroom was not a “silver bullet” that
would solve all of education's ills. He realized long before the
rest of the education reform movement, that technology in
education is effective only if placed in a large context that
Randy Sargent, Fred Martin, and Brian Silverman were also influential in
guiding the evolution of the MIT Programmable Brick. Randy Sargent, a
former Master's student under Dr. Resnick, focused on designing the
second generation of the programmable brick—the “grey” brick. Fred
Martin, a former graduate student and research scientist, was one of the
principal engineers of the “red” brick, the third generation of the brick,
and one of the co- inventors of the 6.270 MIT Robotic Design Contest. Dr.
Martin also helped develop much of the embedded computing technology
ultimately used in the LEGO Mindstorms product.
Brian Silverman, a visiting scientist, wrote the LOGO compiler for the
RCX brick, and influenced several of the key technical design decisions.
Andy Begel, an undergraduate researcher worked with Dr. Resnick and
Brian Silverman to implement a prototype LogoBlocks, a graphical user
interface to the LOGO programming language. LEGO used this prototype
to help them develop the Mindstorms RCX code. Bakhtiar Mikhak, a
research scientist and former doctoral candidate, worked with Dr. Martin
on designing various versions of the Crickets, a smaller, more flexible
version of the MIT Programmable Brick.
“In the Soap Box Derby activity, for example, students have
to create theories about their cars' behaviors. One student
might theorize that heavier cars go further than light cars.
Another might theorize that cars with large wheels go further
than cars with small wheels. Students make theories, test them
out, change the theories, and test them again. In later projects,
students go through a similar cycle in the design and testing
of gear trains, computer programs, and feedback systems.”
[15]
With this philosophy, the challenge for the Epistemology and Learning
Group is to create new tools and environments that engage learners in
construction, invention, and experimentation. As Prof. Resnick describes,
“the process involves (at least) two levels of design: educators need to
design things that allow students to design things.” [31] The MIT
Programmable Brick was such a tool; it was designed to facilitate the
adoption of constructionism.
In the fall of 1985, Papert, Resnick, and their team began collaborating
with the LEGO Company. LEGO was interested in their work. LEGO and
Microworlds shared the same constructivist learning philosophy and were
both intrigued by the novel uses of their system. [29] The Microworlds
team began linking LEGO building bricks with the Logo programming
language, in a combination that they called LEGO/LOGO. Daniel
Bobrow, Wallace Feurzeig, and Seymour Papert developed Logo in the
late 1960s as a programming language for children. It was chosen because
the Microworlds team was particularly familiar with it. It was also a
learning-oriented language with a simple but powerful syntax that
embodied the “low barrier, high ceiling” design philosophy. In 1986,
Papert and Resnick moved to the MIT Media Laboratory, where they
formed the Epistemology and Learning Group. Resnick became a graduate
student of the lab and continued his research on LEGO/LOGO.
Furthermore, he studied StarLogo, a programmable modeling environment
which he designed to help students explore decentralized systems and self-
organizing phenomena. At the same time, LEGO became a founding
sponsor of the Lab, indirectly funding the research of the Epistemology
and Learning Group. Thus, the nascent technology was transferred from
private corporate hands into the academic arena through a wholesale
movement of people.
Figure 3.1 The “Red” MIT Programmable Brick, circa 1996, developed by the
Epistemology and Learning Group at the MIT Media Laboratory.
While this was very powerful, children were somewhat slow to learn the
language [19]. In order to more fully satisfy the “low barrier” design goal,
Andy Begel, under the direction of Dr. Resnick and Brian Silverman,
implemented LogoBlocks, a graphical version of the interface. [18]
Students could program the brick by arranging the blocks on the screen.
Each one represented an action (“turn on motor 1”), an element of control
logic (“loop 5 times”), or the value of a sensor, a number, or a whole user-
defined procedure. Blocks take input from and give output to each other;
they define a program that is compiled into byte-code and then
downloaded to and run on the brick’s microcontroller.
Figure 3.2 The LogoBlocks graphical programming environment for the MIT
Programmable Brick, developed by the Epistemology and Learning Group.
This group of engineers has thus seemingly changed course several times
with regard to the number of inputs and outputs, and the emphasis on text-
Once the project moved to the Laboratory, researchers were freed by the
Lab’s legal arrangements from consideration to issues of intellectual
property on a daily basis. Designs and papers produced by the lab were to
be published openly. As a lab sponsor, LEGO had acquired the rights to
make commercial derivatives royalty- free. This allowed the two groups to
more freely share ideas and concentrate more on engineering and
experimentation, rather than on issues of ownership. [22]
Dr. Resnick described the relationship between the two groups as “very
open.” Dr. Resnick further stated that his research group never had to
compromise in its philosophical ideals in its relationship with LEGO.
Despite the shared intellectual and evangelical mission of the two groups,
there were differences in emphasis.
When asked what about the Mindstorms kit he would change, Brian
Silverman spoke about the interface. “[The Mindstorms software] was
designed by people who make video games,” he said. A simpler, less
distracting design would have been appropriate, to allow children to
“focus more on building rather than playing with the software.”
Silverman preferred the more minimalist interface that LogoBlocks
offered, which would not distract users or impede their creativity by
suggesting that they build the sample robots featured in the “how-to”
videos inc luded on the Mindstorms CD-ROM. [36]
In 1994 (in the “red” brick era), Dr. Martin collaborated with elementary
and high school teachers in the design and assessment of curricula for
introducing the technology to classrooms. LEGO specifically consulted
these educators in determining the necessary specs for the RCX brick.
They decisively contributed to the decision to include an on-board LCD
(which was a relatively expensive feature) so that kids could review
sensors values in the field.
Dr. Martin adopted the programmable brick (as part of his Ph.D thesis,
under the direction of Dr. Resnick) for use in higher education. MIT’s
wildly popular annual 6.270 contest employs a higher-power version of
the LEGO/LOGO system that AI-savvy engineering students push to its
computational limits. The freedom to design and program their own
robots does carry a large element of the constructivist philosophy, even
though the problem to be solved is given by the teaching staff. (Though
students never seem to have a problem finding the project personally
relevant in a constructionist sense- the class is always quite oversubscribed
and participants and audience members quite enthusiastic.)
Figure 3.3 Prototype version of the Cricket, a much smaller version of the MIT
Programmable Brick.
This chapter will explore the goals, history, and personalities at LEGO, as
well as its role in moving a technology from academia to market.
As found in several corporate press releases, “In concrete terms, our goal
is for the LEGO brand to be known as the strongest brand in the world
among families with children by 2005.” [12] To this end, LEGO is
explicitly laying out one of its goals or objectives. The following section
will detail other such objectives and will provide context for engineering
decisions influences by decidedly non-technical factors.
As LEGO had been working hand- in-hand with the Media Lab for years
on the brick, the toy company continued to be well aware of the
technology. LEGO, itself, offered input on the development path of the
brick, and worked beside the MIT researchers to determine how children
learned from the toy. LEGO had long expressed interest in bringing such
a product to market. Its history with artificially intelligent toys made
LEGO a fantastic candidate for brick commercialization. By the early
nineties, some LEGO representatives had designs to do just this. Several
market conditions, however, prevented such an early release of the toy.
For one, a programming interface relied on a PC, which were not as
commonplace in homes and schools in 1990 as they were in 1998 (when
the product was actually released). Additionally, cost of materials was
much too high (e.g. memory, processing power, etc.) for modest pricing.
Lumped together, there was a lack of general market readiness for such a
product.
Figure 4.1 Differences in the design objects of the MIT Programmable Brick and LEGO
Mindstorms RCX Brick.
The balance of this section will examine some of the key physical and
non-physical differences of the two bricks and will include information on
some of the non-technical influences in the decision process.
This section will serve to describe several of the differences between the
“grey” programmable brick, which is well documents in Randy Sargent’s
1995 M.S. thesis, and the RCX brick, which is available with the
Mindstorms commercialized kit.
Figures 4.2 and 4.3 (below) the MIT Programmable Brick and the LEGO
RCX Brick. Figure 4.4 (below) outlines several of the properties of the
two bricks. This information will serve as a basis for analysis of a few key
design decisions made by LEGO.
Figure 4.2 Some features of the “grey” MIT Programmable Brick, circa 1995.
Figure 4.3 Some features of the LEGO Mindstorms RCX Brick, circa 1998.
Figure 4.4 Properties of the “Grey” MIT Programmable Brick and LEGO RCX brick.
“Grey” MIT Lego Mindstorms RCX
Programmable Brick
Number of inputs 4 3
Number of outputs 4 3
Primary Brick Color Red Yellow
Secondary colors Black Black, Gray, Red, Green
LCD Screen? Yes Yes
Microphone? Yes No
Power Source 9V Battery 6 AA Batteries
Number of buttons 2 4
Brick-PC communication RJ-45 Infrared
Software Interface Logo (text only) RCX Code (GUI)
Target Audience All Children 10-14 year old boys
Two decisions the company made had a large impact on the final product:
the choice of a target audience and the design of the programming
interface.
Once a decision was made to limit the target audience, the choice of 10-14
year old boys was an obvious one. This market segment has long been
LEGO’s “sweet spot.” Additionally, market research done by the toy
company indicated that boys would be more attracted to “computerized”
toys than girls would be. It should be noted that this finding does not
agree with what the Media Lab researchers found. Rather, Media Lab
researchers were explicated non- gender specific in designing the brick.
Moreover, they targeted equal numbers of boys and girls when performing
cognitive experiments field anecdotes from Media Lab researchers. [22]
The decision to market to 10-14 year old boys brought with it several
influences over brick design. Namely, the choice of colors (primarily
yellow and black, which mimicked a construction zone) [26] and the type
of sample applications (e.g. robots, etc.) [21] were directly related to the
target market. In a discussion about combative robots built with
Before LEGO chose to commercialize the brick, the MIT researchers had
developed and deployed LogoBlocks, a graphical programming language
that allowed those without programming experience to program the brick.
This helped achieve the “low floor” goal for the language, but still did
little to address the “high ceiling.”
Constructivist learning has been deployed… sort of. While LEGO has
successfully sold hundreds of thousands of Mindstorms kits and add-ons,
it would be naïve to surmise that this represents a win for constructivism.
Both LEGO and Media Lab researchers have remarked that many
schoolteachers are not using the toy as intended (i.e. they are using it as an
“instructivist” toy, rather than a “constructivist” one.) [21]. On the one
hand, this may be considered a loss. On the other, though, the tools have
been deployed; this is a critical element involved in disseminating the
LEGO learning philosophy.
Each year, as many as 10,000 visitors tour the MIT Media Laboratory.
They see the various research groups’ work areas, which typically consist
of bean bags and stuffed animals sharing space with state-of-the-art video
monitors, circuit boards and radio transmitters. The unique architecture of
the building itself, named after one of the founders of the Laboratory,
then-MIT president Jerome Weisner, reveals some of the research ideals
and philosophies of the Laboratory.
The building incorporates large open spaces, with interior walls made of
glass, and offices furnished with movable furniture. This reflects the
Media Laboratory’s ideal of knowledge transfer—the sharing of
knowledge betweens the many disciplines that the Laboratory brings
together. This ideal of knowledge transfer can be seen in the role the MIT
Media Laboratory took in the development of the Programmable Brick
and LEGO Mindstorms—that of a facilitator for the relationship between
the Epistemology and Learning Group and LEGO.
A study of the MIT Media Laboratory helps explain how the MIT
Programmable Brick evolved and why the MIT Programmable Brick and
LEGO Mindstorms took the shape they did. We found that the Media
Laboratory exerted its influence both through facilitating the relationship
between Epistemology and Learning Group and LEGO and through
The Epistemology and Learning Group might not even have existed if it
were not for the Media Lab. “It’s possible,” reflects Randall Pinkett, a
current Ph.D. candidate in Resnick’s group, “that our group would not
exist without the interdisciplinary focus of the lab” [25]. Pinkett points
out that in a traditional education research environment, there would not
be the necessary expertise or support to enable the technology-based
research in their group. Likewise, the educational research focus of
Resnick’s group would not fit perfectly in a strictly computer science
focused Laboratory.
The Media Laboratory was founded initially with the aim of addressing
the convergence of computing, publishing, and broadcasting. What
resulted was a research laboratory with a strong focus on interdisciplinary
skills. Faculty members include physicists, computer scientists,
psychologists, linguists, historians, and visual and performing artists.
Bakhtiar Mikhak confirms that extensive cross-fertilization of ideas
between the various research groups of the Laboratory takes place.
Mikhak himself took the idea of creating a musical instrument utilizing the
electrical conductivity of Play-Doh, a popular brand of modeling clay, and
surprised his colleagues by quickly re-implementing it using Crickets
technology. [21]
Along with faculty diversity, sponsor diversity also aided the success of
the Programmable Brick. The Media Laboratory currently benefits from
over 160 corporate sponsors ranging from greeting card publishers to
microchip manufacturers [5]. Ken Haase describes the importance of
sponsor diversity in his essay entitled Why the Media Lab Works – A
Personal View:
With the technology and ideas behind the Programmable Brick available
to all of the Laboratory’s sponsors, Resnick’s group was free of the
pressures of developing a product specifically for LEGO. Instead of
LEGO’s relationship with the laboratory started when the it first opened
its doors in 1985. Ms. Cohen further remarks that LEGO is the
Laboratory’s “best citizen sponsor,” referring the company’s high priority
on providing educational products. She further states that LEGO “has a
real commitment to learning and has many of the same philosophies as
[the Epistemology and Learning Group]. [3]”
This open flow of ideas, knowledge, and people facilitated by the Media
Laboratory directly affected the evolution of the Programmable Brick and
LEGO Mindstorms. It allowed different motivations of the different
parties involved to mix, shaping the development of the project. We see
specific examples of this exchange of ideas and influence in the inclusion
on the LEGO RCX brick of an LCD display, as discussed in Chapter 4.
5.3 Outreach
A final cultural aspect of the Media Laboratory was the goal of the lab to
foster an environment of community outreach. The Laboratory promotes
various forms of community outreach such as the Computer Clubhouse
program and the newly- formed Digital Nations consortium. The
Computer Clubhouse, started by Dr. Resnick, promotes the use of
technology to enable under-served youth to acquire the tools, problem
solving skills, and confidence for successful lives [4]. The Digital Nations
initiative aims to use technology to tackle some of the developing world’s
most vexing problems, like illiteracy, poor health and economic instability
[7].
The Media Laboratory can also point to the Programmable Brick and
LEGO Mindstorms as a success because it is an example of the Laboratory
producing tangible results. While the Laboratory is more focused with
enabling technologies than immediately applicable products, the
overwhelming commercial success of LEGO Mindstorms serves as an
important benchmark in the value proposition of the Laboratory. The
commercial success of LEGO Mindstorms can be viewed as a culmination
of a long, intimate relation between the Laboratory and one of its
sponsors. All of the individuals consulted for this study have agreed that
the existing relationship between LEGO and the Media Laboratory played
a key role in the eventual commercialization of the Programmable Brick.
LEGO Mindstorms showed that while the Media Laboratory is still a place
focused on technologies of the future, it can add significant, tangible value
in the present. [6]
In the eyes of LEGO, Mindstorms was a huge success. Not only did the
commercial success play a large part in improving the financial situation
of the company, the release of Mindstorms marked LEGO’s targeting of a
new market for its educational products. Mindstorms was the first product
developed by LEGO Dacta, the educational branch of LEGO, to be
marketed to the home-education market as well as the strictly educational
market.
6.0 Synthesis
If there is one lesson from this case study, it is that design is an entirely,
goal-driven process. No engineer can work effectively without some way
to measure, however incompletely, how close they are to being finished.
Nor will they necessarily know where to go next until they have built a
prototype and watched someone try to use it. People and technology are
both integral parts of the system to be engineered and one cannot be fully
evaluated in the absence of the other.
joke at the lab that best illustrates this: “We [at the Lab] get paid to fail
where our sponsors cannot afford to do so.” [3]
Contrary to what many people might think, not every Media Laboratory
sponsor necessarily needs such direct inspiration for so-called
”enabling” products as LEGO happens to have garnered. Merely being
party to gossip about new technologies and seeing them explored in a non-
dismissive fashion might be important enough to a company's well-being
to justify dollars spent on undirected research. The Media Lab provides a
common vehicle for many companies to participate in this process all at
once, while at the same time serving an interdisciplinary academic role.
8.0 Acknowledgements
This project history and case study was fun and inspiring; many of us had
not had the opportunity to demonstrate and reflect on our playful creativity
with LEGOs for more than a decade and were grateful for having the
opportunity to do so again. To that end, we would like to thank the
following people for helping to make this study possible:
From the Epistemology and Learning Group at the MIT Media
Laboratory:
Professor Mitchel Resnick
Dr. Fred Martin
Dr. Bakhtiar Mikhak
Brian Silverman
Randall Pinkett
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