⌕

Inspiring the Next STEM Generation · Shaping the Future

Our Vision.

Our vision is simple: start with what young people are naturally curious about and show them where that curiosity can take them.

01

The starting point

Curiosity can open more than one door.

Through age-appropriate experiences spanning science, technology, engineering, mathematics, artificial intelligence, sports, gaming, digital arts, digital songwriting, design, health technology, and other emerging fields, young people can explore what interests them while discovering the STEM, technology, and career possibilities behind it.

✦

Imagine You-cd recognizes that there is no single pathway into STEM—and no single definition of what a STEM or technology career can look like.

ScienceTechnologyEngineeringMathematicsAISportsGamingDigital ArtsMusicDesignHealth TechEmerging Fields
02

Ages 2–18

The experience grows with the young person.

2–8

Our youngest STEM participants

Wonder. Play. Discover.

For our youngest STEM participants (ages 2–8), the journey may begin with blocks, colors, animals, music, movement, shapes, interactive stories, or simply asking “Why?” At this stage, play and discovery help build curiosity, creativity, observation, problem-solving, and confidence—the foundations for future STEM learning.

9–12

Grade-school participants

Explore. Make. Experiment.

For grade-school participants (ages 9–12), those early interests expand into hands-on exploration. A basketball, video game, favorite song, science experiment, digital drawing, robot, or sneaker design can become a gateway into coding, engineering, sports science, AI-assisted creativity, digital arts, music technology, product design, health technology, and other STEM disciplines.

13–15

Teen participants

Design. Build. Create.

For teen participants (ages 13–15), exploration begins turning into creation. Interests can evolve into artificial intelligence, animation, gaming, digital music production, sports technology, robotics, engineering, coding, product and sneaker design, digital media, health technology, and entrepreneurship. Teens begin seeing themselves not simply as users of technology, but as people capable of designing, building, and creating with it.

16–18

Emerging young leaders

Build. Lead. Launch.

For emerging young leaders (ages 16–18), those interests and skills may eventually connect to advanced projects, planned mentorship, potential industry challenges, entrepreneurship, college and training opportunities, and the extraordinarily broad range of careers influenced by STEM and technology.

03

Career discovery

Discovering Careers They May Not Know Exist

An important part of Imagine You-cd is helping young people understand that a background in STEM or technology does not limit them to becoming a scientist, engineer, or software developer. Technology now reaches across virtually every industry, creating career possibilities many young people may not yet know exist.

SPORT

Sports + Performance

A young person interested in sports might eventually discover careers in sports analytics, biomechanics, wearable technology, digital media, product engineering, or performance technology.

MAKE

Creative Technology

Someone interested in art, music, or gaming might discover animation, motion graphics, game development, sound engineering, user-experience design, digital production, or creative technology.

HEALTH

Health + Science

An interest in health could lead to biomedical technology, health informatics, nursing, medical devices, robotics, data science, digital health, or AI-enabled health solutions.

BEYOND

Technology Everywhere

Technology expertise can also lead to less obvious career paths, including eDiscovery and legal technology, cybersecurity, digital forensics, information governance, data analytics, records and information technology, privacy technology, and technology consulting.

✦

That exposure is intentional. Imagine You-cd is being designed not only to introduce young people to careers they already recognize, but also to open their eyes to possibilities they may not yet know exist.

04

From interest to possibility

What they love today can become what they lead tomorrow.

Basketball→

A child who loves basketball today may become tomorrow's sports data scientist.

Gaming→

A young gamer may become a software engineer or experience designer.

Digital Art→

A digital artist may become a creative technologist.

Science→

A student fascinated by science may help develop technology that improves health.

Computers→

And a young person who enjoys computers may discover that those skills can lead to opportunities in law, business, sports, entertainment, government, healthcare—or an industry or career that has yet to emerge.

THE FULL SPECTRUM

Imagine You-cd is intended to provide early exposure, room to explore, opportunities to create, and visibility into the full spectrum of STEM, technology, technology-influenced careers, and emerging opportunities.

Our north star

The interest is the starting point—not the limit.