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FH CNET 119 Game Project<br />Innovator ProjectOut Of The Box<br />
Project Overview<br />Mission<br />Nurture and improve project management skills by developing a game that utilizes either...
iTeam Members<br />Innovation game chosen<br />
 Game PurposeFoster Innovative Thinking<br />Innovation is defined as “a new way of doing something.” (Wikipedia)<br />To ...
Game Concept<br />Individuals or teams of players are provided a game board, a game box and questions to answer.<br />The ...
Out Of The Box - Game Detail<br />For 2 to 4 players – a “player” can be an individual, or a team of people<br />Players d...
Deliverable: Game Prototype<br />
Work Breakdown Structure/GANTT Chart<br />
How “Out of the Box” teaches Innovation<br />The game provides historic examples of innovation (i.e. the wheel) and asks p...
Game Cards : Questions use VARK (Visual, Auditory, Reading/Writing or Kinesthetic) skills to promote new strategies of pro...
Successful Focus Group Meeting “ It is a Blast !”<br />Two groups of participants evaluated the game. <br />Participants r...
Lessons Learned from Focus Group<br />Took specific feedback from teens<br />Observed need to allow concurrent play, not j...
Original Game Decisions<br />Age Group<br />Pre - and mid-teens 11-15<br />Multi Player Board Game<br />Business Model<br ...
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
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The Out Of The Box Game

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Here is a game our team created as a project management exercise for our PM class.

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Transcript of "The Out Of The Box Game"

  1. 1. FH CNET 119 Game Project<br />Innovator ProjectOut Of The Box<br />
  2. 2. Project Overview<br />Mission<br />Nurture and improve project management skills by developing a game that utilizes either innovation, leadership, communication or teamwork as a theme. <br />Statement of Work<br />Complete a game prototype by the end of class that fosters one of the theme topics.<br />Use project management BKMs to initiate, plan, execute, monitor & control and close the project. <br />
  3. 3. iTeam Members<br />Innovation game chosen<br />
  4. 4. Game PurposeFoster Innovative Thinking<br />Innovation is defined as “a new way of doing something.” (Wikipedia)<br />To play the game, players:<br />- Learn to either solve a known problem in a different way<br />- Learn new strategies for problem solving<br />Innovation – iTeam Emphasis<br />Asked ourselves the question “What single attribute is most associated with Innovation?”<br />Top few iTeam answers:<br />- Creativity - Problem Solving<br />- Adaptability / agility - Collaboration<br />Tried to incorporate these few key attributes in a fun way to generate the game<br />
  5. 5. Game Concept<br />Individuals or teams of players are provided a game board, a game box and questions to answer.<br />The game box contains random household items to be used to build a bridge “out of the box”.<br />Players answers questions to earn pieces to help them build their bridge. <br />The first team or player to build their bridge from inside to outside the box, wins.<br />
  6. 6. Out Of The Box - Game Detail<br />For 2 to 4 players – a “player” can be an individual, or a team of people<br />Players decide up front what criteria will be used to determine the winning bridge – strongest, etc<br />Challenge cards present problems/scenarios for discussion – bridge building pieces are earned<br />Wild cards insert a twist now and then<br />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<br />
  7. 7. Deliverable: Game Prototype<br />
  8. 8. Work Breakdown Structure/GANTT Chart<br />
  9. 9. How “Out of the Box” teaches Innovation<br />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.<br />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.<br />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.<br />Game activities include swapping accumulated bridge pieces. This forces players to think on their feet, innovate and modify their designs on the fly.<br />
  10. 10. Game Cards : Questions use VARK (Visual, Auditory, Reading/Writing or Kinesthetic) skills to promote new strategies of problem solving<br />Bridge building : Bridge building requires non-standard construction objects to solve a known problem in a different way<br />Activities : Game activities include swapping accumulated bridge pieces to forces players to modify their designs on the fly <br />Goals : Player learns what innovation means and how one can be innovative while playing the game<br />Innovation During Game Play<br />
  11. 11. Successful Focus Group Meeting “ It is a Blast !”<br />Two groups of participants evaluated the game. <br />Participants received a questionnaire about the following:<br />The Game - The Game Board<br />The Bridge Building Objects - The Game Cards<br />The Game Rules/Scoring<br />Focus Group Participants<br />10 participants<br />3 Girls, 7 Boys, 2 younger than 13 years old, 8 older or around 15 year old.<br />2 Subgroups (4 individuals; 3 teams of 2)<br />4 Observers<br />
  12. 12. Lessons Learned from Focus Group<br />Took specific feedback from teens<br />Observed need to allow concurrent play, not just sequential play<br />Modified some Game Rules<br />Modified explanation of Game Objectives<br />Modified some Challenges cards & eliminated others<br />Modified Winning Criteria and triggers<br />
  13. 13. Original Game Decisions<br />Age Group<br />Pre - and mid-teens 11-15<br />Multi Player Board Game<br />Business Model<br />For Profit<br />Modified Game Decisions<br /><ul><li>Age Group
  14. 14. Mid-teens to young adult (15-18)
  15. 15. Multi Player Board Game
  16. 16. How “Out of the Box” teaches innovation statement will include in the Game Box
  17. 17. Business Model
  18. 18. For Fun</li></li></ul><li>Sales Plan<br />Sales targets based on market size study, expected market share and company size<br />Target school districts based on marketing surveys that have the greatest chance of return<br />Ramp sales department based on business plan <br />Support Plan<br /><ul><li>Set up automated call center for game and other company products.
  19. 19. Set up company web page with the following:
  20. 20. FAQs
  21. 21. Order forms for new games/card decks/parts</li></ul>Distribution Plan<br />Distribution channels to include:<br />On-line sales through main office<br />Sell through educational tools wholesalers<br />Direct sales at education focused retail stores and museum stores.<br />If product is successful, sell through retail channels, target major retail chains (Toys “R” Us, Target, CostCo). <br />End-of-life Plan<br /><ul><li>Product Lifetime expectancy: 5 years
  22. 22. Send EOL notices 6 months before the product is not manufactured anymore
  23. 23. Introduce Out of the Box (plus) in three years to beta test.
  24. 24. In four years start visioning Out of the Box XL to replace Out of the Box+</li></li></ul><li>Manufacturing Plan<br />Alpha phase<br />Prototype games to be built by engineering and design teams<br />All supplier contracts and cost reconciled.<br />Engineering to actively look to outsource manufacturing to low cost region (LCR)<br />Outsourcing decision to be complete by start of beta test<br />Beta phase production in pilot line.<br />Complete all OMS instructions<br />Gamma phase<br />Production at LCR<br />Meet target cost<br />Marketing Plan<br />Market at educational trade shows and teacher conventions.<br />Provide free versions for beta testing to qualified teachers and education professionals.<br />Set up web page and blog. Explore starting a tweet on twitter to feature game and company.<br />Magazine ads and emails to targeted users.<br />Marketing Strategy<br /><ul><li>Stress need to teach innovation as a way to keep up with the exponentially growing knowledge base.
  25. 25. Stress the VARK (Visual, Auditory, Reading/writing, Kinesthetic) teaching methods used in the game to keep al players interested and learning.</li></li></ul><li>Game Project Highlights<br />Learned how to effectively create presentations offline<br />Improved team dynamics and team flexibility <br />Achieved &quot;team performing&quot; stage<br />Focus group was a huge success with 10 teens playing in 2 groups - they had a “Blast!” <br />Top notch game project lead (Lily)<br />Used our Private Forum well<br />Had fun!<br />Game Project Lowlights<br /><ul><li>Lost 3 iTeam members, had to adjust
  26. 26. Time investment exceeded projections
  27. 27. Over budget – decision made to go for convenient vendor rather than low-cost vendor originally budgeted
  28. 28. 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!)</li></li></ul><li>A Game to Inspire Innovation!<br />
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