Post on 01-Dec-2014
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Innovator ProjectOut Of The Box
FH CNET 119 Game Project
Project Overview• Mission
– Nurture and improve project management skills by developing a game that utilizes either innovation, leadership, communication or teamwork as a theme.
• Statement of Work– Complete a game prototype by the end
of class that fosters one of the theme topics.
– Use project management BKMs to initiate, plan, execute, monitor & control and close the project.
iTeam Members
Name Role Role in Game Project
Gayle PowerPoint DesignerFocus Group Coordinator & Game Card
DesignerGerard Support Team Lead Game Graphic Designer
John Game Designer Game QA LeadLily Game Project Manager Game QA
Mark Program Manager Games Rules/Scoring/Card DesignerRich Game Designer Game Box/Board/Card Designer
Sidney Time Keeper GameCard Content Provider
Innovation game chosen
• Innovation is defined as “a new way of doing something.” (Wikipedia)
• To play the game, players:- Learn to either solve a known problem in a
different way- Learn new strategies for problem solving
Game PurposeFoster Innovative Thinking
Innovation – iTeam Emphasis Asked ourselves the question “What single attribute is
most associated with Innovation?”Top few iTeam answers:
- Creativity - Problem Solving- Adaptability / agility- CollaborationTried to incorporate these few key attributes in a fun way to generate the game
Game Concept• Individuals or teams of players are
provided a game board, a game box and questions to answer.
• The game box contains random household items to be used to build a bridge “out of the box”.
• Players answers questions to earn pieces to help them build their bridge.
• The first team or player to build their bridge from inside to outside the box, wins.
• For 2 to 4 players – a “player” can be an individual, or a team of people
• Players decide up front what criteria will be used to determine the winning bridge – strongest, etc
• Challenge cards present problems/scenarios for discussion – bridge building pieces are earned
• Wild cards insert a twist now and then• At a point in the game, players try to build a
bridge from inside the box to outside the box using the pieces earned or available
Out Of The Box - Game Detail
Deliverable: Game Prototype
Is Is Not
Develops Problem Solving Skills Solves only Math Problems
Encourages Creative Thought Feels Complicated
Promotes Collaboration Encourages Player Disputes
Have Fun Takes a long time to play
Easy to Score Difficult Rules
Work Breakdown Structure/GANTT Chart
How “Out of the Box” teaches Innovation
• The game provides historic examples of innovation (i.e. the wheel) and asks players to visualize a world without the wheel. This gets the student to understand the significance of innovative events.
• Game questions require a mix of Visual, Auditory, Reading/Writing or Kinesthetic skills to solve. This challenges the game players to use skills they may not be accustomed to using. This promotes learning new strategies of problem solving.
• Bridge building requires using non-standard construction items. Students learn to build a bridge (a known problem) in a different way by using non-standard items.
• Game activities include swapping accumulated bridge pieces. This forces players to think on their feet, innovate and modify their designs on the fly.
• Game Cards : Questions use VARK (Visual, Auditory, Reading/Writing or Kinesthetic) skills to promote new strategies of problem solving
• Bridge building : Bridge building requires non-standard construction objects to solve a known problem in a different way
• Activities : Game activities include swapping accumulated bridge pieces to forces players to modify their designs on the fly
• Goals : Player learns what innovation means and how one can be innovative while playing the game
Innovation During Game Play
Successful Focus Group Meeting
“ It is a Blast !”• Two groups of participants evaluated the game. • Participants received a questionnaire about the
following:– The Game - The Game Board– The Bridge Building Objects - The Game Cards– The Game Rules/Scoring
• Focus Group Participants– 10 participants
• 3 Girls, 7 Boys, 2 younger than 13 years old, 8 older or around 15 year old.
– 2 Subgroups (4 individuals; 3 teams of 2)– 4 Observers
Lessons Learned from Focus Group
• Took specific feedback from teens• Observed need to allow concurrent
play, not just sequential play• Modified some Game Rules• Modified explanation of Game
Objectives• Modified some Challenges cards &
eliminated others• Modified Winning Criteria and
triggers
Original Game Decisions• Age Group
– Pre - and mid-teens 11-15
• Multi Player Board Game
• Business Model– For Profit
Modified Game Decisions• Age Group
– Mid-teens to young adult (15-18)
• Multi Player Board Game– How “Out of the Box” teaches
innovation statement will include in the Game Box
• Business Model– For Fun
Sales Plan• Sales targets based on market
size study, expected market share and company size
• Target school districts based on marketing surveys that have the greatest chance of return
• Ramp sales department based on business plan
Distribution Plan• Distribution channels to
include:– On-line sales through main
office– Sell through educational
tools wholesalers– Direct sales at education
focused retail stores and museum stores.
• If product is successful, sell through retail channels, target major retail chains (Toys “R” Us, Target, CostCo).
Support Plan• Set up automated call center
for game and other company products.
• Set up company web page with the following:
- FAQs- Order forms for new
games/card decks/parts
End-of-life Plan• Product Lifetime expectancy: 5
years– Send EOL notices 6 months
before the product is not manufactured anymore
• Introduce Out of the Box (plus) in three years to beta test.
• In four years start visioning Out of the Box XL to replace Out of the Box+
Manufacturing Plan• Alpha phase
– Prototype games to be built by engineering and design teams
– All supplier contracts and cost reconciled.
• Engineering to actively look to outsource manufacturing to low cost region (LCR)
• Outsourcing decision to be complete by start of beta test
• Beta phase production in pilot line.– Complete all OMS
instructions• Gamma phase
– Production at LCR– Meet target cost
Marketing Plan• Market at educational trade
shows and teacher conventions.
• Provide free versions for beta testing to qualified teachers and education professionals.
• Set up web page and blog. Explore starting a tweet on twitter to feature game and company.
• Magazine ads and emails to targeted users.
Marketing Strategy• Stress need to teach
innovation as a way to keep up with the exponentially growing knowledge base.
• Stress the VARK (Visual, Auditory, Reading/writing, Kinesthetic) teaching methods used in the game to keep al players interested and learning.
Game Project Highlights
• Learned how to effectively create presentations offline
• Improved team dynamics and team flexibility
• Achieved "team performing" stage
• Focus group was a huge success with 10 teens playing in 2 groups - they had a “Blast!”
• Top notch game project lead (Lily)
• Used our Private Forum well• Had fun!
Game Project Lowlights
• Lost 3 iTeam members, had to adjust
• Time investment exceeded projections
• Over budget – decision made to go for convenient vendor rather than low-cost vendor originally budgeted
• The Innovation game project had no class material related to this topic - we had to ‘innovate’ the Innovation Game (a Lowlight turns into a HighLight!)
A Game to Inspire Innovation!