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Innovator Project Out Of The Box FH CNET 119 Game Project

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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Page 1: The Out Of The Box Game

Innovator ProjectOut Of The Box

FH CNET 119 Game Project

Page 2: The Out Of The Box Game

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.

Page 3: The Out Of The Box Game

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

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• 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

Page 5: The Out Of The Box 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.

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• 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

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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

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Work Breakdown Structure/GANTT Chart

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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.

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• 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

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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

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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

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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

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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+

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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.

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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!)

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A Game to Inspire Innovation!