Think - Design - Create- PresentUnderstanding the Skills You Bring to Your Team for Successful Project Implementation
Todays SessionReal World Scenario:As a design team, you will be presenting your final product to a client who has field expertise and knowledge of the content you are packaging into an interactive map. Session Goal:They will review and ask Through a design challenge, you and your teammates will questions about the scope, understand what assets (hard design, and final results of & soft skills) you bring or your project while need to develop while observing and assessing you working on your final project. and your teams skills.
AgendaI. Pre-evaluation: What skills do you bring to your team and to the project?III.Team exercise: The Marshmallow ChallengeV. Post-evaluation: What skills did you bring to the exercise?VII.Lessons Learned, Team reflection and Facilitator observations
What professional assets do you bring to your project team?Hard Skills: Soft Skills:•Technical skills • "People skills"•Left Brain- Logical • Right Brain-center Emotional•Hard skills are easy Intelligenceto observe, • Soft skills are hardquantify, and to observe,measure quantify, measure•Example: • Example:operating listening,machinery, resolvingcomputer conflicts,programming, networkingaccounting
Take 2 minutes to answer the following question: What skills do you bring to your team and to this project? Write down at least 2 hard skills and 2 soft skills you have that would help your project team.
The Challenge• Your team must build: o The tallest free-standing structure from the materials in your kit. o The entire marshmallow must be on top. o Use as much or as little of the kit. o Break up the spaghetti, tape, or string. o The challenge lasts 18 minutes.
Criteria• The winning team is the one that has the tallest structure measured from the table top surface to the top of the marshmallow. That means the structure cannot be suspended from a higher structure, like a chair, ceiling or chandelier.• The entire marshmallow needs to be on the top of the structure. Cutting or eating part of the marshmallow disqualifies the team.• When the challenge ends, teams cannot hold on to the structure when the time runs out. Those touching or supporting the structure at the end of the exercise will be disqualified.
Lessons Learnedfrom Tom Wujec at Autodesk • Lesson One: Prototyping matters • Lesson Two: Diverse skills matter • Lesson Three:Incentives magnify outcomes.TED 2010 Talk by Tom Wujec from Autodeskon the Marshmallow Challenge