FH CNET 119 Game ProjectInnovator ProjectOut Of The Box
Project OverviewMissionNurture and improve project management skills by developing a game that utilizes either innovation, leadership, communication or teamwork as a theme.  Statement of WorkComplete 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 MembersInnovation game chosen
 Game PurposeFoster Innovative ThinkingInnovation 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 solvingInnovation – iTeam EmphasisAsked 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 ConceptIndividuals 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.
Out Of The Box - Game DetailFor 2 to 4 players – a “player” can be an individual, or a team of peoplePlayers decide up front what criteria will be used to determine the winning bridge – strongest, etcChallenge cards present problems/scenarios for discussion – bridge building pieces are earnedWild cards insert a twist now and thenAt 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
Deliverable: Game Prototype
Work Breakdown Structure/GANTT Chart
How “Out of the Box” teaches InnovationThe 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 solvingBridge building : Bridge building requires non-standard construction objects to solve a known problem in a different wayActivities : 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 gameInnovation 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 BoardThe Bridge Building Objects	- The Game CardsThe Game Rules/ScoringFocus Group Participants10 participants3 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 GroupTook specific feedback from teensObserved need to allow concurrent play, not just sequential playModified some Game RulesModified explanation of Game ObjectivesModified some Challenges cards & eliminated othersModified Winning Criteria and triggers
Original Game DecisionsAge GroupPre - and mid-teens 11-15Multi Player Board GameBusiness ModelFor ProfitModified Game DecisionsAge 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

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The Out Of The Box Game

  • 1. FH CNET 119 Game ProjectInnovator ProjectOut Of The Box
  • 2. Project OverviewMissionNurture and improve project management skills by developing a game that utilizes either innovation, leadership, communication or teamwork as a theme. Statement of WorkComplete 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.
  • 4. Game PurposeFoster Innovative ThinkingInnovation 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 solvingInnovation – iTeam EmphasisAsked 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
  • 5. Game ConceptIndividuals 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.
  • 6. Out Of The Box - Game DetailFor 2 to 4 players – a “player” can be an individual, or a team of peoplePlayers decide up front what criteria will be used to determine the winning bridge – strongest, etcChallenge cards present problems/scenarios for discussion – bridge building pieces are earnedWild cards insert a twist now and thenAt 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
  • 9. How “Out of the Box” teaches InnovationThe 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.
  • 10. Game Cards : Questions use VARK (Visual, Auditory, Reading/Writing or Kinesthetic) skills to promote new strategies of problem solvingBridge building : Bridge building requires non-standard construction objects to solve a known problem in a different wayActivities : 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 gameInnovation During Game Play
  • 11. 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 BoardThe Bridge Building Objects - The Game CardsThe Game Rules/ScoringFocus Group Participants10 participants3 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
  • 12. Lessons Learned from Focus GroupTook specific feedback from teensObserved need to allow concurrent play, not just sequential playModified some Game RulesModified explanation of Game ObjectivesModified some Challenges cards & eliminated othersModified Winning Criteria and triggers
  • 13. Original Game DecisionsAge GroupPre - and mid-teens 11-15Multi Player Board GameBusiness ModelFor ProfitModified Game DecisionsAge Group
  • 14. Mid-teens to young adult (15-18)
  • 16. How “Out of the Box” teaches innovation statement will include in the Game Box
  • 18. For FunSales PlanSales targets based on market size study, expected market share and company sizeTarget school districts based on marketing surveys that have the greatest chance of returnRamp sales department based on business plan Support PlanSet up automated call center for game and other company products.
  • 19. Set up company web page with the following:
  • 21. Order forms for new games/card decks/partsDistribution PlanDistribution channels to include:On-line sales through main officeSell through educational tools wholesalersDirect 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). End-of-life PlanProduct Lifetime expectancy: 5 years
  • 22. Send EOL notices 6 months before the product is not manufactured anymore
  • 23. Introduce Out of the Box (plus) in three years to beta test.
  • 24. In four years start visioning Out of the Box XL to replace Out of the Box+Manufacturing PlanAlpha phasePrototype games to be built by engineering and design teamsAll 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 testBeta phase production in pilot line.Complete all OMS instructionsGamma phaseProduction at LCRMeet target costMarketing PlanMarket 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 StrategyStress need to teach innovation as a way to keep up with the exponentially growing knowledge base.
  • 25. Stress the VARK (Visual, Auditory, Reading/writing, Kinesthetic) teaching methods used in the game to keep al players interested and learning.Game Project HighlightsLearned how to effectively create presentations offlineImproved team dynamics and team flexibility Achieved "team performing" stageFocus 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 wellHad fun!Game Project LowlightsLost 3 iTeam members, had to adjust
  • 27. Over budget – decision made to go for convenient vendor rather than low-cost vendor originally budgeted
  • 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!)A Game to Inspire Innovation!