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Re: How do you make design decisions as a "team"?
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Re: How do you make design decisions as a "team"?
[quote=Grim Tuesday;1065666]During this time, we would like people to be thinking of how the game works, but in invariable breaks down into "this would be a cool robot" discussions. We would like to, this year, play a "practice game" in which each person assumes the role of a robot, and the team observes, to see how the game is played, though our team has never done this before.........Lastly, a few tips. I try to come up with the worst ideas possible the break the ice in the design discussion. It lightens the mood and gives students more courage to present thier ideas since they can not do worse than their mentor
QUOTE] Excellent suggestions about team design organization. I think I want to get them to play a practice game during the first few days of the competition. I think the kids & the mentors understand now, how important it is to fully understand the game by the first Tuesday or Wednesday of the competition. BTW...I totally understand about lightening the mood with unusual design ideas. Thanks for your help, Peggy |
Re: How do you make design decisions as a "team"?
One of the biggest influences for me, as far as design process, comes from material published by 1114 (simbotics). If you aren't aware, these guys are known for producing robots that dominate year after year.
I suggest the Strategy and Robot Design powerpoints. http://www.simbotics.org/resources/workshops As far as getting kids involved, remind them that this is their robot. I still don't know how to get kids interested if they aren't, but those who are, just tell them to speak up. No one bites (hard, atleast). To avoid any emotional-attachment issues, make sure its clearly stated that "We aren't using your design because we don't like you: we aren't using your design because its not whats best for the team". Remind everyone that "we are working for what's best for the team, not what's best for our egos." |
Re: How do you make design decisions as a "team"?
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When an issue or design decision arises, would you hold both of these people's opinion with the same regard? No! The proverbial 'new guy' hasn't been around a long enough time to really pick up enough knowledge to be as useful as the 'old guy.' However, 'new guy' still gets a seat at the table and a chance to talk. The simple fact of the matter is that varying levels of experience inherently weight the opinions of some. It's foolish to equally weight everyone's input and vote. (I think John goes into some detail about 'vote is four letter word' in his white paper) IMO, adults leading design sessions is absolutely 'OK', and in most cases probably the best thing you can do. 'Forcing' participation and breaking up into small groups is probably the best way to get everyone contributing. In a way you want people to grab and hold onto ideas -- that really gets the discussion going. After kickoff we did 'Big Picture' stuff as a very large group (and everyone had to say at least one thing), and then broke up into smaller groups to do more detailed work. These focus groups would then present their concepts to the larger group, and everyone had time to think about them and comment/question. (As 'new guy' at work I just listen to every one around me talk, and I've never learned so much so quickly.) |
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