1 00:00:00,060 --> 00:00:02,500 The following content is provided under a Creative 2 00:00:02,500 --> 00:00:04,019 Commons license. 3 00:00:04,019 --> 00:00:06,360 Your support will help MIT OpenCourseWare 4 00:00:06,360 --> 00:00:10,730 continue to offer high quality educational resources for free. 5 00:00:10,730 --> 00:00:13,330 To make a donation or view additional materials 6 00:00:13,330 --> 00:00:17,217 from hundreds of MIT courses, visit MIT OpenCourseWare 7 00:00:17,217 --> 00:00:17,842 at ocw.mit.edu. 8 00:00:21,482 --> 00:00:22,440 PROFESSOR 1: It's 1:06. 9 00:00:22,440 --> 00:00:25,190 We're going to start presentations at 1:10. 10 00:00:25,190 --> 00:00:27,004 So Ghost Maze just get started. 11 00:00:27,004 --> 00:00:28,920 You don't have to come down here yet, but just 12 00:00:28,920 --> 00:00:31,660 make sure you're ready. 13 00:00:31,660 --> 00:00:37,847 So just a brief going over what we're doing today. 14 00:00:37,847 --> 00:00:40,430 Presentations, I hear a lot of really good energy in the room. 15 00:00:40,430 --> 00:00:43,070 So I hope to hear that when you come down and tell us 16 00:00:43,070 --> 00:00:45,000 about your games and all the foibles, 17 00:00:45,000 --> 00:00:47,717 all the things went wrong, all the things that went right. 18 00:00:47,717 --> 00:00:49,550 Hopefully this is a really good prep for you 19 00:00:49,550 --> 00:00:51,520 for our next assignment, which is 20 00:00:51,520 --> 00:00:53,599 going to be much, much longer. 21 00:00:53,599 --> 00:00:55,390 So after we get through with presentations, 22 00:00:55,390 --> 00:00:56,760 we'll take a brief break. 23 00:00:56,760 --> 00:00:59,600 And then we're going to just jump right in to project 4. 24 00:00:59,600 --> 00:01:01,404 I'll introduce project 4 again, going 25 00:01:01,404 --> 00:01:03,570 through all the boring slides with all the deadlines 26 00:01:03,570 --> 00:01:05,330 and stuff. 27 00:01:05,330 --> 00:01:07,620 When I get to that, if you want to fall on Stellar, 28 00:01:07,620 --> 00:01:11,240 I just updated the project for assignment 29 00:01:11,240 --> 00:01:14,460 today to make sure that the deadlines were correct. 30 00:01:14,460 --> 00:01:18,280 And we'll double check that again as well. 31 00:01:18,280 --> 00:01:20,666 Unfortunately, Pablo who came to us 32 00:01:20,666 --> 00:01:22,040 in the beginning of the semester, 33 00:01:22,040 --> 00:01:23,290 is not here with us in person. 34 00:01:23,290 --> 00:01:25,192 But he will be here with us on Skype. 35 00:01:25,192 --> 00:01:26,650 He's in Geneva right now, but he'll 36 00:01:26,650 --> 00:01:30,929 be talking to us about what they're looking for project 4. 37 00:01:30,929 --> 00:01:32,720 In particular, we're going to be introduced 38 00:01:32,720 --> 00:01:35,720 to six different game topics, game design topics. 39 00:01:35,720 --> 00:01:37,450 And you're going to choose one of them. 40 00:01:37,450 --> 00:01:39,552 We're not necessarily making your choice today. 41 00:01:39,552 --> 00:01:41,010 We're going to brainstorming today. 42 00:01:41,010 --> 00:01:42,945 We're going to have people form up 43 00:01:42,945 --> 00:01:44,820 in a brainstorming groups around these topics 44 00:01:44,820 --> 00:01:46,000 to talk about them. 45 00:01:46,000 --> 00:01:48,010 And then you will have over the weekend 46 00:01:48,010 --> 00:01:50,170 to talk about it on the mailing list, 47 00:01:50,170 --> 00:01:53,040 to read some of the resources and some of the materials 48 00:01:53,040 --> 00:01:54,920 we posted to Stellar to see which topic 49 00:01:54,920 --> 00:01:56,270 you're most interested in. 50 00:01:56,270 --> 00:01:59,160 We're going to start the day off Monday with forming teams. 51 00:01:59,160 --> 00:02:03,240 So a little bit longer time to form teams, 52 00:02:03,240 --> 00:02:05,420 bit longer time to really think about the topic 53 00:02:05,420 --> 00:02:08,619 and think about what the project's going to be-- again, 54 00:02:08,619 --> 00:02:11,160 you have more time to actually do concepting on this project. 55 00:02:11,160 --> 00:02:12,470 It's an eight week project. 56 00:02:12,470 --> 00:02:17,459 Nine weeks, if you count spring break, which you shouldn't. 57 00:02:17,459 --> 00:02:19,125 We designed it as an eight week project. 58 00:02:23,760 --> 00:02:24,590 What's that? 59 00:02:24,590 --> 00:02:25,000 AUDIENCE: Not spring break? 60 00:02:25,000 --> 00:02:25,958 PROFESSOR 1: I said no. 61 00:02:25,958 --> 00:02:30,410 Yeah don't work on spring break. 62 00:02:30,410 --> 00:02:31,450 Like you were going to. 63 00:02:35,580 --> 00:02:37,120 Any quick questions before we start? 64 00:02:37,120 --> 00:02:38,245 We've got two minutes left. 65 00:02:38,245 --> 00:02:40,720 Any quick questions you might have about project 3? 66 00:02:40,720 --> 00:02:41,835 About turn ins? 67 00:02:44,510 --> 00:02:47,245 AUDIENCE: What did you mean [INAUDIBLE] spring break? 68 00:02:47,245 --> 00:02:49,370 PROFESSOR 1: I said don't work during spring break. 69 00:02:49,370 --> 00:02:51,850 We designed this as a eight week project. 70 00:02:51,850 --> 00:02:53,440 Project 4 is an eight week project. 71 00:02:53,440 --> 00:02:55,010 We've designed it so that you are not working 72 00:02:55,010 --> 00:02:56,301 on a project over spring break. 73 00:02:58,860 --> 00:02:59,360 What's that? 74 00:03:01,992 --> 00:03:03,700 You could give me some details about what 75 00:03:03,700 --> 00:03:04,850 I'm screwing up over here. 76 00:03:04,850 --> 00:03:06,650 So do we have a fall break? 77 00:03:06,650 --> 00:03:08,230 Don't we have a week long break? 78 00:03:08,230 --> 00:03:10,700 Thanksgiving break? 79 00:03:10,700 --> 00:03:12,822 It's 70 degrees outside. 80 00:03:12,822 --> 00:03:14,280 I'm in a different place right now. 81 00:03:17,650 --> 00:03:20,340 All right, I said Ghost Maze, come on down 82 00:03:20,340 --> 00:03:22,130 and make sure your projector, if you're 83 00:03:22,130 --> 00:03:23,754 going to use a projector at all, works. 84 00:03:27,156 --> 00:03:28,474 AUDIENCE: [INAUDIBLE]. 85 00:03:28,474 --> 00:03:29,515 PROFESSOR 1: What's that? 86 00:03:29,515 --> 00:03:31,135 AUDIENCE: [INAUDIBLE]. 87 00:03:31,135 --> 00:03:32,760 PROFESSOR 1: I still didn't understand. 88 00:03:32,760 --> 00:03:34,644 AUDIENCE: [INAUDIBLE]. 89 00:03:34,644 --> 00:03:37,060 PROFESSOR 1: No, just like 4, you only need as many people 90 00:03:37,060 --> 00:03:39,840 as you need to present to come down. 91 00:03:39,840 --> 00:03:42,529 STUDENT 1: So if you remember, our game was Ghost Maze. 92 00:03:42,529 --> 00:03:44,320 And we'll run you through a quick refresher 93 00:03:44,320 --> 00:03:46,476 of what the game actually was first 94 00:03:46,476 --> 00:03:49,250 so you remember what it is. 95 00:03:49,250 --> 00:03:53,002 STUDENT 2: So here we have our character in a maze. 96 00:03:53,002 --> 00:03:54,960 You've just woken up and you're in a dark maze. 97 00:03:54,960 --> 00:03:56,540 All you have is your lantern. 98 00:03:56,540 --> 00:03:59,400 And so your objective is to explore the maze, 99 00:03:59,400 --> 00:04:02,680 avoid ghosts, and drop beacons to help you explore the maze. 100 00:04:02,680 --> 00:04:05,220 And find a key, which will then unlock and exit for you 101 00:04:05,220 --> 00:04:06,620 get out the maze. 102 00:04:06,620 --> 00:04:08,280 And so there are different effects 103 00:04:08,280 --> 00:04:11,630 that happened during the games, such as your sanity starts 104 00:04:11,630 --> 00:04:13,867 decreasing as the games goes on. 105 00:04:13,867 --> 00:04:16,200 And then randomly, as you're sanity starts getting lower 106 00:04:16,200 --> 00:04:18,793 and lower, your movement will get impaired randomly, 107 00:04:18,793 --> 00:04:21,209 and the light will turn red as you can see in this picture 108 00:04:21,209 --> 00:04:21,771 here. 109 00:04:21,771 --> 00:04:23,270 And then another interaction that we 110 00:04:23,270 --> 00:04:25,890 had was when you get close enough to a ghost, 111 00:04:25,890 --> 00:04:27,654 your sanity start decreasing faster. 112 00:04:27,654 --> 00:04:29,070 So the light turns blue to let you 113 00:04:29,070 --> 00:04:30,611 know that you're too close to a ghost 114 00:04:30,611 --> 00:04:33,620 and you need to get away from that ghost. 115 00:04:33,620 --> 00:04:35,120 STUDENT 1: So a few things that went 116 00:04:35,120 --> 00:04:39,529 right was that it was hard to balance everyone's schedules, 117 00:04:39,529 --> 00:04:41,570 but everyone was pretty flexible in terms of what 118 00:04:41,570 --> 00:04:42,820 features they were working on. 119 00:04:42,820 --> 00:04:44,860 So people would adapt to the features that 120 00:04:44,860 --> 00:04:47,190 needed to be done at that time. 121 00:04:47,190 --> 00:04:50,360 So flexibility was, I think, something 122 00:04:50,360 --> 00:04:53,230 that went more or less well, in terms of working 123 00:04:53,230 --> 00:04:55,372 on what needed to be worked on. 124 00:04:55,372 --> 00:04:57,950 The second thing that went right was user experience. 125 00:04:57,950 --> 00:05:00,820 So we spent a lot of time focusing on user experience, 126 00:05:00,820 --> 00:05:03,502 and playing with the camera, playing with shadows, 127 00:05:03,502 --> 00:05:05,380 playing with the player movement. 128 00:05:05,380 --> 00:05:08,680 We spend a lot of time putting in graphics and audio 129 00:05:08,680 --> 00:05:10,846 so that it seemed a little more realistic to put you 130 00:05:10,846 --> 00:05:15,100 in the context that you were in a dark maze and lost. 131 00:05:15,100 --> 00:05:17,601 A few things that went wrong is we started out using Flixel. 132 00:05:17,601 --> 00:05:19,850 But it took us a few days and we still couldn't get up 133 00:05:19,850 --> 00:05:20,997 a dev environment reading. 134 00:05:20,997 --> 00:05:22,580 So we decided to switch over to Unity. 135 00:05:25,250 --> 00:05:28,910 That was a pretty wise choice, but we made it pretty late. 136 00:05:28,910 --> 00:05:31,060 We found that collaborative coding on Unity 137 00:05:31,060 --> 00:05:31,970 was really hard. 138 00:05:31,970 --> 00:05:34,180 Certain changes to the main scene 139 00:05:34,180 --> 00:05:37,890 would wouldn't merge well. 140 00:05:37,890 --> 00:05:40,730 So also when we were working on different branches, 141 00:05:40,730 --> 00:05:43,110 and then tried to merge it back into master scene, 142 00:05:43,110 --> 00:05:45,480 people's changes were lost or overwritten. 143 00:05:45,480 --> 00:05:48,089 So we found that Unity wasn't great in terms 144 00:05:48,089 --> 00:05:50,380 of like having a big team project where a lot of people 145 00:05:50,380 --> 00:05:51,180 are coding at once. 146 00:05:51,180 --> 00:05:54,170 And sometimes we just re-applied changes 147 00:05:54,170 --> 00:05:56,496 on to the master branch. 148 00:05:56,496 --> 00:05:58,730 Something else was we all had really busy schedules. 149 00:05:58,730 --> 00:06:00,150 People were out of town. 150 00:06:00,150 --> 00:06:03,205 In town, they could only work on the project at certain points. 151 00:06:03,205 --> 00:06:07,450 So I think something that helped with that was at the beginning, 152 00:06:07,450 --> 00:06:10,880 we did a pretty good job of delegating tasks to people who 153 00:06:10,880 --> 00:06:12,520 work on the project earlier. 154 00:06:12,520 --> 00:06:14,910 But then later on it, it was pretty 155 00:06:14,910 --> 00:06:17,160 haphazard in terms of who is available at one of time. 156 00:06:17,160 --> 00:06:20,510 So maybe re-evaluating priorities 157 00:06:20,510 --> 00:06:25,366 as the project went on would've, I think, really helpful. 158 00:06:25,366 --> 00:06:26,740 STUDENT 2: So lessons learned, we 159 00:06:26,740 --> 00:06:29,600 spent a lot of time working on user experience. 160 00:06:29,600 --> 00:06:31,271 Because we had a 3-D perspective game, 161 00:06:31,271 --> 00:06:32,770 there was a lot of thought that went 162 00:06:32,770 --> 00:06:35,160 into how the light was hitting the player, how 163 00:06:35,160 --> 00:06:37,210 to get the shadows to cast properly, 164 00:06:37,210 --> 00:06:40,310 how the player knows that the players in the maze. 165 00:06:40,310 --> 00:06:42,820 And being able to move around and understand 166 00:06:42,820 --> 00:06:44,310 how your sanity is decreasing. 167 00:06:44,310 --> 00:06:46,230 We spent a lot of time testing that. 168 00:06:46,230 --> 00:06:48,640 Working early and quickly-- this was partly 169 00:06:48,640 --> 00:06:52,250 hindered because we lost at least four days of work 170 00:06:52,250 --> 00:06:54,320 because we were trying to get Flixel set up. 171 00:06:54,320 --> 00:06:55,631 And then it just didn't work. 172 00:06:55,631 --> 00:06:57,006 And we had to switch to Unity, so 173 00:06:57,006 --> 00:06:59,010 basically starting over from scratch. 174 00:06:59,010 --> 00:07:01,800 Working early and quickly is super important 175 00:07:01,800 --> 00:07:04,000 because we ended up having to drop 176 00:07:04,000 --> 00:07:07,280 quite a few features because we didn't get enough done on time. 177 00:07:07,280 --> 00:07:11,639 And we also learned that working in 3-D is very, very hard. 178 00:07:11,639 --> 00:07:14,305 We were originally going to do a 2-D game, and then thought, oh, 179 00:07:14,305 --> 00:07:15,630 how hard would it be? 180 00:07:15,630 --> 00:07:18,970 We have a 2-D game, but let's just give it a 3-D perspective. 181 00:07:18,970 --> 00:07:20,510 That was not a good idea. 182 00:07:20,510 --> 00:07:22,050 Doing the textures took a long time. 183 00:07:22,050 --> 00:07:23,440 It ended up looking really, really nice, 184 00:07:23,440 --> 00:07:24,731 as you can see in the pictures. 185 00:07:24,731 --> 00:07:27,600 But the time investment was a huge investment 186 00:07:27,600 --> 00:07:30,560 that we could have used to put in some more complex mechanic 187 00:07:30,560 --> 00:07:32,670 into our game. 188 00:07:32,670 --> 00:07:35,810 And future improvements, team communication and availability 189 00:07:35,810 --> 00:07:37,340 is a huge one. 190 00:07:37,340 --> 00:07:40,002 We, as Rachel said, we had a task assignment 191 00:07:40,002 --> 00:07:40,710 at the beginning. 192 00:07:40,710 --> 00:07:42,210 But then due to people's schedule, 193 00:07:42,210 --> 00:07:43,835 we didn't really take that into account 194 00:07:43,835 --> 00:07:45,360 when we made the initial task list. 195 00:07:45,360 --> 00:07:47,777 So people ended up having to pick up other people's tasks. 196 00:07:47,777 --> 00:07:49,318 And it became very hard to figure out 197 00:07:49,318 --> 00:07:50,350 who was working on what. 198 00:07:50,350 --> 00:07:54,440 And scheduling meetings was near impossible. 199 00:07:54,440 --> 00:07:57,660 Getting familiar with the game engine-- using Unity at first 200 00:07:57,660 --> 00:08:00,150 was very hard because we weren't sure how scenes work. 201 00:08:00,150 --> 00:08:02,080 And eventually we figured out that if we 202 00:08:02,080 --> 00:08:04,180 make most of the stuff dynamically generated then 203 00:08:04,180 --> 00:08:06,120 we can just worry about the code, 204 00:08:06,120 --> 00:08:08,746 and not have to worry about all the user interface stuff 205 00:08:08,746 --> 00:08:10,810 that Unity does. 206 00:08:10,810 --> 00:08:13,420 And that would have made our game develop a lot quicker. 207 00:08:13,420 --> 00:08:15,370 And setting deadlines was very important. 208 00:08:15,370 --> 00:08:16,740 We had a lot of tasks laid out. 209 00:08:16,740 --> 00:08:18,670 But we didn't set strict deadlines 210 00:08:18,670 --> 00:08:20,820 for when we wanted each task to be assigned, 211 00:08:20,820 --> 00:08:22,700 or when we wanted each task to be finished. 212 00:08:22,700 --> 00:08:25,240 And that would have helped push along our game 213 00:08:25,240 --> 00:08:27,924 and get some of them more mechanics that we wanted in it. 214 00:08:27,924 --> 00:08:29,732 STUDENT 1: Yeah, I think something 215 00:08:29,732 --> 00:08:31,855 that a little bit arose was when we were going 216 00:08:31,855 --> 00:08:35,289 to plan on doing our testing session because we should have 217 00:08:35,289 --> 00:08:37,980 set the internal deadlines to match the testing sessions so 218 00:08:37,980 --> 00:08:41,289 that we get as much feedback as possible. 219 00:08:41,289 --> 00:08:43,570 But that said, we still got something out 220 00:08:43,570 --> 00:08:45,130 of the testing sessions. 221 00:08:45,130 --> 00:08:46,532 So that was good. 222 00:08:46,532 --> 00:08:47,780 I think that's all we have. 223 00:08:47,780 --> 00:08:48,160 STUDENT 2: Yeah, that's it. 224 00:08:48,160 --> 00:08:50,410 STUDENT 1: So I don't know if you guys have questions. 225 00:08:59,170 --> 00:09:01,290 STUDENT 3: I'm from team Hardcore Dragon. 226 00:09:01,290 --> 00:09:03,650 And as a refresher, I mean our game is 227 00:09:03,650 --> 00:09:05,550 about being a hardcore dragon. 228 00:09:05,550 --> 00:09:09,870 So to us, that meant razing villages, being chased down 229 00:09:09,870 --> 00:09:12,410 by knights and accumulating a horde of gold 230 00:09:12,410 --> 00:09:14,730 that you have to protect from looters. 231 00:09:14,730 --> 00:09:17,810 And we all were pretty excited about this idea. 232 00:09:17,810 --> 00:09:21,530 And that was probably the best thing about the project, 233 00:09:21,530 --> 00:09:24,490 as a whole, is it was a fun idea. 234 00:09:24,490 --> 00:09:28,680 Even when we got bogged down with work from other classes, 235 00:09:28,680 --> 00:09:31,700 or something emerged, or didn't go through correctly, 236 00:09:31,700 --> 00:09:34,060 or there's was a bug, and we couldn't understand 237 00:09:34,060 --> 00:09:37,620 what was happening, it was still really fun to be like, 238 00:09:37,620 --> 00:09:41,780 OK, I really need to make this dragon set 239 00:09:41,780 --> 00:09:42,850 this village on fire. 240 00:09:42,850 --> 00:09:46,870 And I want to do this because that's awesome. 241 00:09:46,870 --> 00:09:51,330 And another thing that worked is that we use Gitter, 242 00:09:51,330 --> 00:09:54,995 which integrates with GitHub. 243 00:09:54,995 --> 00:09:59,040 Whenever something is pushed, it'll show up on to the right 244 00:09:59,040 --> 00:10:00,010 and you can link to it. 245 00:10:00,010 --> 00:10:05,780 And everybody who's on your project is on the Gitter chat. 246 00:10:05,780 --> 00:10:08,220 So it was easy to keep track of who 247 00:10:08,220 --> 00:10:10,880 was working at what time, who was online at that time, 248 00:10:10,880 --> 00:10:14,660 and who you could ask for help to let you 249 00:10:14,660 --> 00:10:17,650 debug whatever was going wrong. 250 00:10:17,650 --> 00:10:19,205 Another thing that helped was Trello 251 00:10:19,205 --> 00:10:20,560 is actually really good tool. 252 00:10:20,560 --> 00:10:24,520 The last project, I personally used Google Docs. 253 00:10:24,520 --> 00:10:27,760 But Trello is much easier to look at something, 254 00:10:27,760 --> 00:10:29,630 drag it while I'm doing this right now, 255 00:10:29,630 --> 00:10:32,065 adding yourself to things, and breaking it 256 00:10:32,065 --> 00:10:33,040 down to simpler task. 257 00:10:33,040 --> 00:10:35,340 It's all very easy on Trello. 258 00:10:35,340 --> 00:10:36,910 I mean, it's built for this. 259 00:10:36,910 --> 00:10:39,640 So it made long-term goal planning a lot easier. 260 00:10:39,640 --> 00:10:43,010 And you could see at this moment who 261 00:10:43,010 --> 00:10:46,180 was supposed to be doing what. 262 00:10:46,180 --> 00:10:51,220 Unfortunately, the idea was also a downside to the project 263 00:10:51,220 --> 00:10:54,370 because it was Hardcore Dragon. 264 00:10:54,370 --> 00:10:58,810 I want to do so many things with this idea. 265 00:10:58,810 --> 00:11:01,740 When I blow fire on this thing, I 266 00:11:01,740 --> 00:11:04,490 want it to turn into a crumbled building 267 00:11:04,490 --> 00:11:07,060 and become a pile of flames, and it'll be awesome. 268 00:11:07,060 --> 00:11:09,310 That's not necessarily at the top of the feature list, 269 00:11:09,310 --> 00:11:12,100 obviously, because we have other mechanics that 270 00:11:12,100 --> 00:11:13,460 are more important than that. 271 00:11:13,460 --> 00:11:16,380 But we kept coming up with these little additions that 272 00:11:16,380 --> 00:11:19,940 would make the game a lot more cool or awesome, 273 00:11:19,940 --> 00:11:23,120 but are hard to prioritize and just way too much 274 00:11:23,120 --> 00:11:25,060 to stack on top of the game. 275 00:11:25,060 --> 00:11:26,800 So that was the downside. 276 00:11:26,800 --> 00:11:32,210 And it was just hard to control-- it was hard to scope 277 00:11:32,210 --> 00:11:34,720 the game down to the five minutes game we needed 278 00:11:34,720 --> 00:11:37,710 to create for the project. 279 00:11:37,710 --> 00:11:41,560 Gitter was good with the [INAUDIBLE]. 280 00:11:41,560 --> 00:11:44,540 If everybody was on and everybody used it all the time, 281 00:11:44,540 --> 00:11:45,810 it would be ideal. 282 00:11:45,810 --> 00:11:49,620 But since a lot of us are on the go and working on other things, 283 00:11:49,620 --> 00:11:54,620 in classes while people are working, using something else 284 00:11:54,620 --> 00:11:57,560 might have been better, like g-chat or Facebook, something 285 00:11:57,560 --> 00:11:59,140 you can access from a smartphone, 286 00:11:59,140 --> 00:12:02,890 or something more instantaneous. 287 00:12:02,890 --> 00:12:05,887 We would just get-- if you weren't on Gitter at the time, 288 00:12:05,887 --> 00:12:07,720 it would send you a notification being like, 289 00:12:07,720 --> 00:12:09,350 you missed these messages. 290 00:12:09,350 --> 00:12:13,240 Which is almost as delayed a message as email. 291 00:12:13,240 --> 00:12:15,804 So it was kind of pointless other than the fact 292 00:12:15,804 --> 00:12:17,220 that it was integrated with GitHub 293 00:12:17,220 --> 00:12:20,986 and you could see who was online at the same time as you. 294 00:12:20,986 --> 00:12:22,360 Another thing that didn't work is 295 00:12:22,360 --> 00:12:24,560 that meetings are really, really hard to coordinate 296 00:12:24,560 --> 00:12:26,290 with seven people. 297 00:12:26,290 --> 00:12:32,880 And what ended up happening was that we would all be like, 298 00:12:32,880 --> 00:12:36,330 OK, so half of us are free this day, six of us 299 00:12:36,330 --> 00:12:38,350 are free this other time. 300 00:12:38,350 --> 00:12:39,560 Let's meet then. 301 00:12:39,560 --> 00:12:41,390 And then we wouldn't decide a specific time 302 00:12:41,390 --> 00:12:43,440 within the time were free to meet. 303 00:12:43,440 --> 00:12:46,730 And then by the time we noticed this, ti would like that day. 304 00:12:46,730 --> 00:12:49,500 And it was just hard to coordinate everything 305 00:12:49,500 --> 00:12:52,630 after it got to that point. 306 00:12:52,630 --> 00:12:57,230 So for the future, I believe we would 307 00:12:57,230 --> 00:12:59,850 have to have a fully dedicated scrum master. 308 00:12:59,850 --> 00:13:02,600 And I really mean fully dedicated, 309 00:13:02,600 --> 00:13:05,750 not scrum master AKA programmer on the side, 310 00:13:05,750 --> 00:13:08,917 or scrum master who also gets music done and play tests, 311 00:13:08,917 --> 00:13:10,000 well it does play testing. 312 00:13:10,000 --> 00:13:13,660 Everybody play tests, but a fully dedicated scrum master 313 00:13:13,660 --> 00:13:16,000 to make sure that everybody's on tasks, 314 00:13:16,000 --> 00:13:17,990 that the meetings will get scheduled, 315 00:13:17,990 --> 00:13:20,990 and that the tasks are prioritized. 316 00:13:20,990 --> 00:13:24,590 And if something falls through, they're the person to talk to, 317 00:13:24,590 --> 00:13:27,100 they're the person who's going to make you stop freaking out 318 00:13:27,100 --> 00:13:29,380 that this task took like three times as long 319 00:13:29,380 --> 00:13:32,060 as you've estimated it for. 320 00:13:32,060 --> 00:13:34,710 We didn't have this one person dedicated to that. 321 00:13:34,710 --> 00:13:38,600 Everybody was like a jack of all trades in our group. 322 00:13:38,600 --> 00:13:41,930 So not having that one person to talk to, 323 00:13:41,930 --> 00:13:47,360 go to, made task prioritization really fuzzy, 324 00:13:47,360 --> 00:13:50,880 and made everything kind of come together really late. 325 00:13:50,880 --> 00:13:53,294 And it was hard to hold people accountable 326 00:13:53,294 --> 00:13:54,960 because there wasn't that one person who 327 00:13:54,960 --> 00:13:57,346 was on top of everybody. 328 00:13:57,346 --> 00:13:59,750 Another thing we had to do earlier 329 00:13:59,750 --> 00:14:00,940 would be feature cutting. 330 00:14:00,940 --> 00:14:04,680 Because if you don't cut features definitively earlier, 331 00:14:04,680 --> 00:14:07,770 you'll still have it lingering on some people's minds. 332 00:14:07,770 --> 00:14:09,770 Oh, I have to do this so that in the future 333 00:14:09,770 --> 00:14:12,860 we're going to maybe use this feature. 334 00:14:12,860 --> 00:14:14,760 But if you cut these features early, 335 00:14:14,760 --> 00:14:20,370 you limit the propensity to have bugs, or stuff like that. 336 00:14:20,370 --> 00:14:23,750 While it's unfortunate that you have to cut features, 337 00:14:23,750 --> 00:14:25,270 it's necessary. 338 00:14:25,270 --> 00:14:29,320 So doing it earlier is the best time to do it. 339 00:14:29,320 --> 00:14:31,200 Another thing is, like I said before, 340 00:14:31,200 --> 00:14:32,710 a native messaging system. 341 00:14:32,710 --> 00:14:37,680 Gitter was cute but didn't actually work in the way 342 00:14:37,680 --> 00:14:38,990 that we wanted it to work. 343 00:14:38,990 --> 00:14:41,840 It wasn't instantaneous between all members. 344 00:14:41,840 --> 00:14:45,570 It's hard to find a messaging system that everybody likes. 345 00:14:45,570 --> 00:14:50,140 But I think something like G-chat or Facebook messaging, 346 00:14:50,140 --> 00:14:52,310 something instantaneous like that that most people 347 00:14:52,310 --> 00:14:57,157 use already should be used as a group 348 00:14:57,157 --> 00:14:58,865 so that everybody can be on the same page 349 00:14:58,865 --> 00:15:03,860 and have access to the instant messaging. 350 00:15:03,860 --> 00:15:07,490 Yeah, our game is there if you want to play it. 351 00:15:13,140 --> 00:15:16,180 Anybody have questions? 352 00:15:16,180 --> 00:15:18,679 PROFESSOR 1: So if you were to do the feature cutting early, 353 00:15:18,679 --> 00:15:20,762 did you feel like you had the information in order 354 00:15:20,762 --> 00:15:21,304 to do that? 355 00:15:21,304 --> 00:15:22,720 STUDENT 3: So there was some stuff 356 00:15:22,720 --> 00:15:27,600 that like after even half the halfway point, 357 00:15:27,600 --> 00:15:28,920 that we could've cut features. 358 00:15:28,920 --> 00:15:30,294 But instead of the halfway point, 359 00:15:30,294 --> 00:15:35,540 we did like two days ago, which is too late already. 360 00:15:35,540 --> 00:15:37,520 So even earlier than that. 361 00:15:37,520 --> 00:15:40,370 It doesn't have to be like day one feature cutting. 362 00:15:40,370 --> 00:15:44,170 Just at maybe points throughout, be 363 00:15:44,170 --> 00:15:48,120 like, now that I'm here, what features look like they're not 364 00:15:48,120 --> 00:15:49,650 going to get through. 365 00:15:49,650 --> 00:15:51,350 And with a dedicated scrum master, 366 00:15:51,350 --> 00:15:54,050 who's like looking through, looking at people 367 00:15:54,050 --> 00:15:56,650 and how they're struggling with certain tasks, 368 00:15:56,650 --> 00:16:01,720 maybe people don't know exactly what their pace is internally. 369 00:16:01,720 --> 00:16:04,160 But from an outside perspective, a scrum master 370 00:16:04,160 --> 00:16:08,160 might be able to more accurately help with estimates and stuff 371 00:16:08,160 --> 00:16:08,890 like that. 372 00:16:08,890 --> 00:16:11,110 So a dedicated scrum master would 373 00:16:11,110 --> 00:16:13,647 help with early feature cutting as well, probably. 374 00:16:13,647 --> 00:16:15,480 PROFESSOR 1: This is a Unity project, right? 375 00:16:15,480 --> 00:16:16,855 STUDENT 3: Yeah, a Unity project. 376 00:16:16,855 --> 00:16:18,530 Yeah, sorry. 377 00:16:18,530 --> 00:16:20,340 We actually didn't have that many problems 378 00:16:20,340 --> 00:16:22,860 with merging because we had, I think, at least one of us 379 00:16:22,860 --> 00:16:27,700 was really experienced with Unity, so that's was lucky, 380 00:16:27,700 --> 00:16:28,200 I guess. 381 00:16:31,470 --> 00:16:32,136 PROFESSOR 1: OK. 382 00:16:32,136 --> 00:16:32,628 Thank you. 383 00:16:32,628 --> 00:16:33,711 STUDENT 3: You're welcome. 384 00:16:40,500 --> 00:16:44,000 STUDENT 4: So our team is MIT Simulator 2014. 385 00:16:44,000 --> 00:16:48,130 So our basic concept was you play as a certain dean 386 00:16:48,130 --> 00:16:50,230 of MIT you may all know. 387 00:16:50,230 --> 00:16:52,150 And you're making decisions that trade off 388 00:16:52,150 --> 00:16:56,040 between the endowment, wealthy donors, and student approval. 389 00:16:56,040 --> 00:16:57,470 And the basic goal of the game is 390 00:16:57,470 --> 00:17:00,380 to try and survive as long as possible, while shitty things 391 00:17:00,380 --> 00:17:02,370 happen to the institute. 392 00:17:02,370 --> 00:17:05,057 So what went right in our project? 393 00:17:05,057 --> 00:17:06,640 I think what went right in our project 394 00:17:06,640 --> 00:17:09,729 is we connected with our audience. 395 00:17:12,520 --> 00:17:15,980 A lot of MIT students know what it's like to be at MIT, 396 00:17:15,980 --> 00:17:19,150 and they know the setting, they knew 397 00:17:19,150 --> 00:17:22,240 the administrator We're not really pointing at, 398 00:17:22,240 --> 00:17:23,390 but we kind of are. 399 00:17:23,390 --> 00:17:26,770 And so a lot of people connected very well with our game. 400 00:17:26,770 --> 00:17:32,480 And so they enjoyed it and were able to understand it easily 401 00:17:32,480 --> 00:17:34,530 in their own terms. 402 00:17:34,530 --> 00:17:40,470 So the second thing that went well is that humor works. 403 00:17:40,470 --> 00:17:44,480 A lot of our things in our game were like kind of unpolished, 404 00:17:44,480 --> 00:17:46,510 and kind of like slapped together. 405 00:17:46,510 --> 00:17:49,440 But because we had taken the time to make them funny 406 00:17:49,440 --> 00:17:51,640 and make them entertaining, people we're 407 00:17:51,640 --> 00:17:56,550 OK with losing all their money in one turn [INAUDIBLE]. 408 00:17:56,550 --> 00:18:01,620 Because, hey, the description of it was funny. 409 00:18:01,620 --> 00:18:06,140 And so the third thing that well is that simple is OK. 410 00:18:06,140 --> 00:18:10,630 We ended up having like very few core mechanics. 411 00:18:10,630 --> 00:18:12,690 But then because of the setting that we had 412 00:18:12,690 --> 00:18:16,170 and because people connected well with our game, 413 00:18:16,170 --> 00:18:19,214 I think people are still able to get-- 414 00:18:19,214 --> 00:18:21,380 we think people were still able to get enjoyment out 415 00:18:21,380 --> 00:18:25,330 of the game because of those. 416 00:18:25,330 --> 00:18:27,890 So now what went wrong? 417 00:18:27,890 --> 00:18:31,870 So first, Hex Flixel, AKA what do you mean it's 418 00:18:31,870 --> 00:18:33,600 not on Stack Overflow? 419 00:18:33,600 --> 00:18:38,130 So Hex Flixel, while it did play well with version control 420 00:18:38,130 --> 00:18:41,360 and I heard some horror stories about Unity version control, 421 00:18:41,360 --> 00:18:43,790 Hex Flixel played pretty well with version control. 422 00:18:43,790 --> 00:18:47,910 But if you ever had an issue, you 423 00:18:47,910 --> 00:18:49,590 were pretty much out of luck. 424 00:18:49,590 --> 00:18:56,260 You could search on Google, and you'd get like zero results. 425 00:18:56,260 --> 00:18:58,750 Sometimes the official documentation wouldn't even 426 00:18:58,750 --> 00:19:00,590 turn up on a Google search result. 427 00:19:00,590 --> 00:19:05,720 So documentation was a little bit lacking. 428 00:19:05,720 --> 00:19:08,470 I think the second thing that we could have improve on 429 00:19:08,470 --> 00:19:11,500 is that paperwork is not management. 430 00:19:11,500 --> 00:19:14,220 I think in the class in particular, 431 00:19:14,220 --> 00:19:16,830 this isn't emphasized enough, is that you 432 00:19:16,830 --> 00:19:20,050 can do all these agile development methods, 433 00:19:20,050 --> 00:19:22,610 like you can have a sprint task list and everything. 434 00:19:22,610 --> 00:19:26,160 But unless if you actually have people who are actively 435 00:19:26,160 --> 00:19:28,430 taking charge and managing a project, 436 00:19:28,430 --> 00:19:33,860 I think stuff still won't get done. 437 00:19:33,860 --> 00:19:36,470 I think that's something that could be improved 438 00:19:36,470 --> 00:19:39,260 in the future in this class is like spend less time worrying 439 00:19:39,260 --> 00:19:41,410 about paperwork, spend more time actually 440 00:19:41,410 --> 00:19:46,490 like teaching about how to handle personal situations. 441 00:19:46,490 --> 00:19:49,950 Like what happens if someone doesn't have time. 442 00:19:49,950 --> 00:19:53,080 Or what happens if somebody like does this? 443 00:19:53,080 --> 00:19:57,790 And so learning those managerial skills isn't a trivial task. 444 00:19:57,790 --> 00:20:00,840 And I think in the beginning, we underestimated 445 00:20:00,840 --> 00:20:06,960 how much those issues would be a roadblock to progress. 446 00:20:06,960 --> 00:20:09,480 And then the third thing that went wrong I guess 447 00:20:09,480 --> 00:20:11,480 is that responsibility is shared. 448 00:20:11,480 --> 00:20:14,990 So even if somebody has a role assigned to them, 449 00:20:14,990 --> 00:20:17,430 we should all still like take the time 450 00:20:17,430 --> 00:20:20,490 to make sure that like everybody is completing their role. 451 00:20:20,490 --> 00:20:24,460 So just making sure that people are checking other people, 452 00:20:24,460 --> 00:20:27,980 to make sure tasks don't fall between the cracks. 453 00:20:27,980 --> 00:20:32,240 And so overall people do like the idea 454 00:20:32,240 --> 00:20:34,490 of playing as a certain dean of MIT. 455 00:20:44,633 --> 00:20:47,048 Any questions? 456 00:20:47,048 --> 00:20:49,738 PROFESSOR 1: So what would you do different? 457 00:20:49,738 --> 00:20:53,224 Not necessarily things about the Hex Flixel, [INAUDIBLE]. 458 00:20:56,070 --> 00:20:59,430 But when it comes to your management, 459 00:20:59,430 --> 00:21:01,605 managing stuff we talked about, what would you 460 00:21:01,605 --> 00:21:05,669 want to do different, or what [INAUDIBLE] particular problems 461 00:21:05,669 --> 00:21:06,210 that you had. 462 00:21:06,210 --> 00:21:08,376 And you know you're going to have a feature that you 463 00:21:08,376 --> 00:21:09,560 need to have scrappings for? 464 00:21:09,560 --> 00:21:11,935 STUDENT 4: I think one thing that we would do differently 465 00:21:11,935 --> 00:21:17,770 is like take project management more as like a people problem 466 00:21:17,770 --> 00:21:20,280 then like a paperwork problem. 467 00:21:20,280 --> 00:21:24,490 Because I think like we kind of just 468 00:21:24,490 --> 00:21:26,880 assume that by filling in the sprint tasks list 469 00:21:26,880 --> 00:21:29,900 and by writing git commit logs, we magically 470 00:21:29,900 --> 00:21:31,550 work together as a team. 471 00:21:31,550 --> 00:21:36,830 But I think in the future, just taking a more active role 472 00:21:36,830 --> 00:21:39,960 in insuring that people are interacting with each other 473 00:21:39,960 --> 00:21:40,745 and communicating. 474 00:21:43,863 --> 00:21:46,363 PROFESSOR 1: How about if I'm [INAUDIBLE] the responsibility 475 00:21:46,363 --> 00:21:48,536 of sharing things, like how would you 476 00:21:48,536 --> 00:21:51,680 address that [INAUDIBLE]? 477 00:21:51,680 --> 00:21:54,080 STUDENT 4: I think for the responsibility being shared 478 00:21:54,080 --> 00:21:57,760 thing, I guess this was just in reference 479 00:21:57,760 --> 00:21:59,740 to a few particular instances where 480 00:21:59,740 --> 00:22:01,970 like we had someone who would claim 481 00:22:01,970 --> 00:22:03,760 that they would do something. 482 00:22:03,760 --> 00:22:08,200 And then because we assumed oh, because they 483 00:22:08,200 --> 00:22:10,475 claim that they would do it, that it would get done. 484 00:22:10,475 --> 00:22:14,790 But I think sometimes we got too complacent 485 00:22:14,790 --> 00:22:21,830 and then thought that it would actually get done anyways. 486 00:22:21,830 --> 00:22:24,970 But I feel in the future maybe just sending out 487 00:22:24,970 --> 00:22:29,010 a couple more emails, just having people confirm 488 00:22:29,010 --> 00:22:31,960 that they've finished things, require that people send out 489 00:22:31,960 --> 00:22:33,710 emails confirming when they finish things, 490 00:22:33,710 --> 00:22:37,641 so we know that this thing didn't get submitted yet. 491 00:22:37,641 --> 00:22:39,890 Oh, shoot class is in an hour, or something like that. 492 00:22:39,890 --> 00:22:43,820 So just like encouraging people to either like 493 00:22:43,820 --> 00:22:47,380 poke each other more, and also to be 494 00:22:47,380 --> 00:22:51,390 more responsible about like when you submit something. 495 00:22:51,390 --> 00:22:53,380 Or when you do something important, 496 00:22:53,380 --> 00:22:57,570 you email out to everyone just to show 497 00:22:57,570 --> 00:22:59,045 that you've done the work. 498 00:22:59,045 --> 00:23:01,025 PROFESSOR 3: Would email be primary means 499 00:23:01,025 --> 00:23:03,005 of communicating between the team 500 00:23:03,005 --> 00:23:05,975 or was there face to face meetings outside of class, 501 00:23:05,975 --> 00:23:08,580 or [INAUDIBLE]? 502 00:23:08,580 --> 00:23:11,220 STUDENT 4: So email was our primary means of communicating. 503 00:23:14,690 --> 00:23:19,090 We had one face to face meeting outside of class. 504 00:23:19,090 --> 00:23:20,780 And then there was another one that 505 00:23:20,780 --> 00:23:23,550 was supposed to be scheduled over the long weekend, 506 00:23:23,550 --> 00:23:29,987 but things happened. 507 00:23:29,987 --> 00:23:31,820 One or two people were gone for the weekend, 508 00:23:31,820 --> 00:23:32,944 and then things fell apart. 509 00:23:36,782 --> 00:23:37,740 PROFESSOR: [INAUDIBLE]? 510 00:23:41,107 --> 00:23:43,993 Thanks. 511 00:23:43,993 --> 00:23:47,740 STUDENT 5: This Is our game Build a Spaceship. 512 00:23:47,740 --> 00:23:48,750 It looks like this. 513 00:23:48,750 --> 00:23:50,820 You have your ship with a set of components 514 00:23:50,820 --> 00:23:53,950 of a bunch of components that you can add to the ship. 515 00:23:53,950 --> 00:23:56,300 You click and drag them onto the ship. 516 00:23:56,300 --> 00:23:59,265 And then you send it out on a mission. 517 00:23:59,265 --> 00:24:00,640 After you go out on that mission, 518 00:24:00,640 --> 00:24:02,223 you'll get a log that looks like this. 519 00:24:02,223 --> 00:24:04,780 All this text is really small, so you can't see it. 520 00:24:04,780 --> 00:24:08,640 But it says things like, you met some bandits, you had a battle, 521 00:24:08,640 --> 00:24:10,380 you won and earned this much money. 522 00:24:10,380 --> 00:24:13,430 Or you got hit by asteroids and lost this much health. 523 00:24:13,430 --> 00:24:15,826 And the point is that after you design your space ship 524 00:24:15,826 --> 00:24:17,450 and sent it out on this mission, you'll 525 00:24:17,450 --> 00:24:18,824 get all this feedback telling you 526 00:24:18,824 --> 00:24:21,410 how you ship did so that you can then update your ship 527 00:24:21,410 --> 00:24:24,220 and send it out again, and hopefully make even more money. 528 00:24:24,220 --> 00:24:27,700 The goal of the game is to complete a series of missions 529 00:24:27,700 --> 00:24:29,500 that we have in the game currently, 530 00:24:29,500 --> 00:24:32,030 and make as much money as you can while doing it. 531 00:24:32,030 --> 00:24:34,560 Of course given more time, we would do things 532 00:24:34,560 --> 00:24:36,710 like add more components, upgrading your ship, 533 00:24:36,710 --> 00:24:38,500 and other tweaks like that. 534 00:24:38,500 --> 00:24:42,200 But this is the core of the game right here. 535 00:24:42,200 --> 00:24:45,010 So what went right on our game? 536 00:24:45,010 --> 00:24:49,970 We made a prototype really early, which was great. 537 00:24:49,970 --> 00:24:52,070 That helped us all get on the same page 538 00:24:52,070 --> 00:24:54,300 and understand what we're talking about when 539 00:24:54,300 --> 00:24:55,572 we're talking about the game. 540 00:24:55,572 --> 00:24:57,030 There's was point before that where 541 00:24:57,030 --> 00:24:58,988 we had all these cool ideas from brainstorming, 542 00:24:58,988 --> 00:25:02,020 and a vague idea, a personal idea, really, 543 00:25:02,020 --> 00:25:03,470 of what the game would be. 544 00:25:03,470 --> 00:25:06,210 And that made it really difficult to communicate. 545 00:25:06,210 --> 00:25:08,480 So once we had that down, everything just 546 00:25:08,480 --> 00:25:10,470 became way easier. 547 00:25:10,470 --> 00:25:12,750 We did a lot of UI testing. 548 00:25:12,750 --> 00:25:16,136 Even before we were sure about the game would specifically be, 549 00:25:16,136 --> 00:25:18,260 we knew that was going to involve adding components 550 00:25:18,260 --> 00:25:19,220 to a ship. 551 00:25:19,220 --> 00:25:22,680 And so we knew we could UI test that and see how people manage 552 00:25:22,680 --> 00:25:25,420 with different ways of adding those kind of components, 553 00:25:25,420 --> 00:25:27,680 or customizing their ship. 554 00:25:27,680 --> 00:25:31,300 Hex Flixel, we found it really simple to work with actually. 555 00:25:31,300 --> 00:25:35,320 And whenever we needed to add more screens 556 00:25:35,320 --> 00:25:37,800 or make changes the game, we all had 557 00:25:37,800 --> 00:25:40,540 a pretty intuitive understanding of how that would go. 558 00:25:40,540 --> 00:25:42,580 That might also be an artifact of coming over 559 00:25:42,580 --> 00:25:47,110 from Phaser, which is very similarly structured. 560 00:25:47,110 --> 00:25:50,860 And on our team, we got lucky because everybody 561 00:25:50,860 --> 00:25:52,380 had coding experience. 562 00:25:52,380 --> 00:25:54,700 And it made it a lot easier because we were all 563 00:25:54,700 --> 00:25:56,560 speaking the same language. 564 00:25:56,560 --> 00:25:58,530 And so on a time constraint project like this, 565 00:25:58,530 --> 00:26:02,287 it meant that when we talked, we were more efficient about it. 566 00:26:02,287 --> 00:26:04,370 That's not to say that there is a place for people 567 00:26:04,370 --> 00:26:06,390 who don't have coding experience on these teams. 568 00:26:06,390 --> 00:26:08,973 It's just that when we only have two weeks to get things done, 569 00:26:08,973 --> 00:26:12,570 the speed was a huge help. 570 00:26:12,570 --> 00:26:15,350 What went wrong was communicating our progress 571 00:26:15,350 --> 00:26:16,360 on the game. 572 00:26:16,360 --> 00:26:19,890 We had a lot of problems where we wouldn't 573 00:26:19,890 --> 00:26:21,200 talk about what was that done. 574 00:26:21,200 --> 00:26:22,866 We didn't know what was even in the game 575 00:26:22,866 --> 00:26:24,506 because somethings weren't clear yet. 576 00:26:24,506 --> 00:26:26,130 Like there was one part where we didn't 577 00:26:26,130 --> 00:26:27,879 know that we could actually add components 578 00:26:27,879 --> 00:26:30,880 to ship because somebody had added that in but not actually 579 00:26:30,880 --> 00:26:31,970 told us. 580 00:26:31,970 --> 00:26:35,990 And the UI wasn't there yet to actually make it clear. 581 00:26:35,990 --> 00:26:38,560 We also run into problems with heroic efforts 582 00:26:38,560 --> 00:26:40,440 where the night before something was due, 583 00:26:40,440 --> 00:26:43,360 somebody would like to come in and put in all this effort. 584 00:26:43,360 --> 00:26:46,322 And we didn't know what they were doing, 585 00:26:46,322 --> 00:26:47,780 and we didn't know what was getting 586 00:26:47,780 --> 00:26:51,402 done because we just weren't communicating about that. 587 00:26:51,402 --> 00:26:52,860 A problem that's related to this is 588 00:26:52,860 --> 00:26:55,850 that we didn't assigned tasks well or take ownership 589 00:26:55,850 --> 00:27:00,510 of what we were doing, or assign responsibility between people. 590 00:27:00,510 --> 00:27:03,010 And so we ran into problems where things just 591 00:27:03,010 --> 00:27:05,380 wouldn't happen for a long spurts of time. 592 00:27:05,380 --> 00:27:07,070 And then we'd run into the heroic effort 593 00:27:07,070 --> 00:27:09,280 problem at the end where we're all jumping in 594 00:27:09,280 --> 00:27:11,880 to make things happen. 595 00:27:11,880 --> 00:27:13,880 We also ran into problems where sometimes people 596 00:27:13,880 --> 00:27:15,556 didn't push commit for an entire day 597 00:27:15,556 --> 00:27:17,430 and we had no idea what the state of the game 598 00:27:17,430 --> 00:27:20,400 actually wa So what we learned from this, 599 00:27:20,400 --> 00:27:23,100 and what we would do differently next time 600 00:27:23,100 --> 00:27:25,590 is first we'd keep track of our progress 601 00:27:25,590 --> 00:27:28,140 and make sure that it's contiguous, 602 00:27:28,140 --> 00:27:31,160 whether it's using Trello, or emails, or any other sort 603 00:27:31,160 --> 00:27:33,410 of solution for it, it would be really 604 00:27:33,410 --> 00:27:36,300 important to make sure we all know what the state game is, 605 00:27:36,300 --> 00:27:39,130 and what's being worked on. 606 00:27:39,130 --> 00:27:41,990 We should come up with standards for how we're going to email 607 00:27:41,990 --> 00:27:42,790 and meet. 608 00:27:42,790 --> 00:27:45,960 We talked about this, and said it would be a good idea, 609 00:27:45,960 --> 00:27:47,770 but then we didn't actually do it. 610 00:27:47,770 --> 00:27:50,250 So it would be good to have a schedule of when your team is 611 00:27:50,250 --> 00:27:52,787 going to meet, how they're going to email 612 00:27:52,787 --> 00:27:55,370 and why they're going to email, if it's a daily update of what 613 00:27:55,370 --> 00:27:58,130 you're doing, or if it's every time you push a commit. 614 00:27:58,130 --> 00:28:00,320 And also coming up with standards for how 615 00:28:00,320 --> 00:28:01,380 you're going to Git. 616 00:28:01,380 --> 00:28:03,840 Are you going to use feature branches, and all these kind 617 00:28:03,840 --> 00:28:07,070 of things, or are you going to do it all on master? 618 00:28:07,070 --> 00:28:09,640 And are you going to push every time you make a new commit? 619 00:28:09,640 --> 00:28:12,780 Or are we going to push at a set time every day 620 00:28:12,780 --> 00:28:15,781 so that we can track it all at once? 621 00:28:15,781 --> 00:28:17,530 If would be good to know who's doing what. 622 00:28:17,530 --> 00:28:20,530 That comes in with the idea of communication and tracking 623 00:28:20,530 --> 00:28:22,180 progress. 624 00:28:22,180 --> 00:28:24,650 What we did at first was we had specific domains 625 00:28:24,650 --> 00:28:25,880 that people were working on. 626 00:28:25,880 --> 00:28:28,950 Jeremy was working on the UI, Rodrigo 627 00:28:28,950 --> 00:28:31,460 was working on the ship model. 628 00:28:31,460 --> 00:28:34,826 And this made it really easy to assign tasks 629 00:28:34,826 --> 00:28:36,200 and to make sure that things were 630 00:28:36,200 --> 00:28:37,870 getting done in the beginning. 631 00:28:37,870 --> 00:28:40,232 But then in the end, when we had some tasks that 632 00:28:40,232 --> 00:28:42,440 were kind of in the middle and we didn't specifically 633 00:28:42,440 --> 00:28:45,470 say what was going to happen, we ended up 634 00:28:45,470 --> 00:28:48,030 with this last minute scramble of, OK, I'll take this thing. 635 00:28:48,030 --> 00:28:49,280 Actually I'll take this thing. 636 00:28:49,280 --> 00:28:50,560 Somebody else is coming in. 637 00:28:50,560 --> 00:28:53,390 And it made a lot more difficult to track 638 00:28:53,390 --> 00:28:55,660 what was actually getting done. 639 00:28:55,660 --> 00:28:58,600 You can also give tasks to people. 640 00:28:58,600 --> 00:29:00,765 We were kind of reluctant to do that at first. 641 00:29:00,765 --> 00:29:02,640 But we got better and it, and it was actually 642 00:29:02,640 --> 00:29:05,300 super helpful to just be like, hey, you take this. 643 00:29:05,300 --> 00:29:08,140 And then it's completely clear what happening. 644 00:29:08,140 --> 00:29:10,470 And the very last thing to do with this 645 00:29:10,470 --> 00:29:13,054 is to just ask what's happening. 646 00:29:13,054 --> 00:29:15,257 It's good to get some reassurance that something 647 00:29:15,257 --> 00:29:17,840 actually is happening if you're not hearing anything about it. 648 00:29:17,840 --> 00:29:19,250 So you can just ask someone. 649 00:29:19,250 --> 00:29:21,680 Hey, what are you working on? 650 00:29:21,680 --> 00:29:26,014 Or hey, is anybody working on making this component up here? 651 00:29:26,014 --> 00:29:27,180 Then you just get an answer. 652 00:29:27,180 --> 00:29:30,560 And you get a lot of peace of mind from that. 653 00:29:30,560 --> 00:29:33,140 It's good to set up specific times to work together. 654 00:29:33,140 --> 00:29:38,110 We didn't do this enough, but it would've been great if we had. 655 00:29:38,110 --> 00:29:41,950 And like I said, we made a prototype pretty early on. 656 00:29:41,950 --> 00:29:43,950 But I think we could have made one even earlier. 657 00:29:43,950 --> 00:29:46,840 We found that it didn't limit our creativity or our ability 658 00:29:46,840 --> 00:29:47,810 to talk about the game. 659 00:29:47,810 --> 00:29:50,790 Instead it just gave us a platform to work off of. 660 00:29:50,790 --> 00:29:53,350 So we could build a basic prototype 661 00:29:53,350 --> 00:29:55,510 with some idea of a core mechanic, 662 00:29:55,510 --> 00:30:00,330 and then continue to brainstorm and expand from there. 663 00:30:00,330 --> 00:30:04,882 And that's basically what we learned from this game. 664 00:30:04,882 --> 00:30:06,590 And moving forward, we're looking forward 665 00:30:06,590 --> 00:30:10,032 to implementing this on project 4. 666 00:30:10,032 --> 00:30:10,615 Any questions? 667 00:30:13,806 --> 00:30:16,236 AUDIENCE: The site's solving problems with HaxeFlixel 668 00:30:16,236 --> 00:30:19,152 all on your own, did you find any online resources 669 00:30:19,152 --> 00:30:20,610 that turned out to be helpful? 670 00:30:20,610 --> 00:30:24,030 Or did you just [INAUDIBLE]? 671 00:30:24,030 --> 00:30:28,120 STUDENT 5: The main problem that we ran into with HaxeFlixel 672 00:30:28,120 --> 00:30:31,410 was we were trying to build an HTML5, 673 00:30:31,410 --> 00:30:33,340 and the text just wasn't working. 674 00:30:33,340 --> 00:30:35,230 And we found nothing about it. 675 00:30:35,230 --> 00:30:38,370 We found one page by HaxeFlixel that said, 676 00:30:38,370 --> 00:30:40,400 sometimes we have problems with text. 677 00:30:40,400 --> 00:30:41,760 Try doing this. 678 00:30:41,760 --> 00:30:42,880 That didn't work. 679 00:30:42,880 --> 00:30:46,190 And nobody else has an answer for it. 680 00:30:46,190 --> 00:30:49,260 I don't know if anybody else did. 681 00:30:49,260 --> 00:30:51,980 AUDIENCE: Basically you have to read the Flixel documentation 682 00:30:51,980 --> 00:30:54,390 and ignore the HaxeFlixel documentation. 683 00:30:54,390 --> 00:30:58,040 [INAUDIBLE] identical and the static typing 684 00:30:58,040 --> 00:30:59,630 does save you a little bit. 685 00:31:02,700 --> 00:31:05,400 And you have to jump into the source occasionally. 686 00:31:05,400 --> 00:31:07,129 There's nothing wrong with that. 687 00:31:07,129 --> 00:31:08,170 STUDENT 5: Anything else? 688 00:31:10,622 --> 00:31:11,330 AUDIENCE: Thanks. 689 00:31:14,500 --> 00:31:16,991 STUDENT 6: So we did Looking for Deena. 690 00:31:16,991 --> 00:31:19,490 And we have some screenshots of the games in case any of you 691 00:31:19,490 --> 00:31:22,100 didn't get to play it or see it. 692 00:31:22,100 --> 00:31:25,150 So it's just a search screen. 693 00:31:25,150 --> 00:31:28,990 The first thing-- so the game is kind of in two-- 694 00:31:28,990 --> 00:31:30,490 you have to do two different things. 695 00:31:30,490 --> 00:31:32,060 The first thing you do is you choose which planet you're 696 00:31:32,060 --> 00:31:32,685 going to go to. 697 00:31:32,685 --> 00:31:35,240 And you can't really read it, but they all different distance 698 00:31:35,240 --> 00:31:38,900 stats as well as stat games that each planet will give you. 699 00:31:38,900 --> 00:31:41,350 Then you have to navigate through an asteroid fields, 700 00:31:41,350 --> 00:31:44,600 which depending on how far along you are in the game, 701 00:31:44,600 --> 00:31:46,940 makes it harder as you go along. 702 00:31:46,940 --> 00:31:48,780 But hopefully you have those stat games 703 00:31:48,780 --> 00:31:52,800 that should make it easier to actually go through it. 704 00:31:52,800 --> 00:31:54,820 You're looking for Deena. 705 00:31:54,820 --> 00:31:57,340 And you can lose and win. 706 00:31:57,340 --> 00:31:59,380 So what was right and what was wrong 707 00:31:59,380 --> 00:32:01,820 is we did communicate a lot. 708 00:32:01,820 --> 00:32:05,960 And by a lot, I mean from midnight to like this class, 709 00:32:05,960 --> 00:32:07,632 there's 108 emails. 710 00:32:07,632 --> 00:32:09,500 And that was just today. 711 00:32:09,500 --> 00:32:11,190 So we communicated a lot. 712 00:32:11,190 --> 00:32:13,686 But we didn't communicate really effectively. 713 00:32:13,686 --> 00:32:15,310 There were a lot of people saying like, 714 00:32:15,310 --> 00:32:16,670 this what I'm doing, this is what I'm doing, 715 00:32:16,670 --> 00:32:18,355 this is what I'm doing, this is done. 716 00:32:18,355 --> 00:32:19,540 I submitted this. 717 00:32:19,540 --> 00:32:21,910 But then going through those hundreds of emails trying 718 00:32:21,910 --> 00:32:23,451 to figure out, oh wait, who said they 719 00:32:23,451 --> 00:32:28,030 were doing this, who said this was submitted, was really hard. 720 00:32:28,030 --> 00:32:31,600 And so we didn't have those daily scrum meetings 721 00:32:31,600 --> 00:32:32,540 that we talked about. 722 00:32:32,540 --> 00:32:35,450 And I'm realizing those would be really useful to have somebody 723 00:32:35,450 --> 00:32:36,550 say like, 724 00:32:36,550 --> 00:32:38,440 OK, this is what everybody's done. 725 00:32:38,440 --> 00:32:40,150 This is what everybody's going to do. 726 00:32:40,150 --> 00:32:41,620 This is what we've submitted. 727 00:32:41,620 --> 00:32:46,150 Having that one thing somewhere where everyone can view it 728 00:32:46,150 --> 00:32:48,200 easily would make it a lot easier 729 00:32:48,200 --> 00:32:51,560 than trying to go through email and figuring out who did what 730 00:32:51,560 --> 00:32:54,374 and what went wrong. 731 00:32:54,374 --> 00:32:56,790 One other thing we did right was we went in smaller group. 732 00:32:56,790 --> 00:33:00,800 So people were working on the design, just those people met. 733 00:33:00,800 --> 00:33:03,190 And then people working on the code, just those people 734 00:33:03,190 --> 00:33:06,860 met, which was really useful for trying to meet. 735 00:33:06,860 --> 00:33:08,690 Instead of having seven people meet, 736 00:33:08,690 --> 00:33:10,170 you only had like three or four. 737 00:33:10,170 --> 00:33:13,060 And so much easier to arrange those meetings. 738 00:33:13,060 --> 00:33:15,560 We really divided the tasks effectively. 739 00:33:15,560 --> 00:33:18,160 Everybody was doing something. 740 00:33:18,160 --> 00:33:20,915 And that's what the last point is. 741 00:33:20,915 --> 00:33:22,950 Everybody tried to make sure they were always 742 00:33:22,950 --> 00:33:24,950 doing something and contributing to the project. 743 00:33:24,950 --> 00:33:28,170 No one was just sitting there wondering, what do I do. 744 00:33:28,170 --> 00:33:30,775 Everyone tried to constantly be doing something. 745 00:33:34,450 --> 00:33:38,510 Another thing that went wrong is that we worked in bursts. 746 00:33:38,510 --> 00:33:39,620 People were really busy. 747 00:33:39,620 --> 00:33:42,970 And then the night before we assigned an internal deadline, 748 00:33:42,970 --> 00:33:45,620 everyone's was like, oh OK, let's work on this right now. 749 00:33:45,620 --> 00:33:49,220 And so then it was just people staying up all night 750 00:33:49,220 --> 00:33:50,630 to try to finish something. 751 00:33:50,630 --> 00:33:54,750 Which things got done, but sometimes it's like, 752 00:33:54,750 --> 00:33:56,670 did we do this the best way we could. 753 00:33:56,670 --> 00:33:58,765 Was everything optimized? 754 00:33:58,765 --> 00:34:01,560 And we weren't really sure because everything 755 00:34:01,560 --> 00:34:03,390 was done in short bursts, instead of 756 00:34:03,390 --> 00:34:06,125 like a little bit of every day. 757 00:34:06,125 --> 00:34:08,550 And do you guys want to talk about Unity? 758 00:34:08,550 --> 00:34:09,350 STUDENT 7: Yeah. 759 00:34:09,350 --> 00:34:11,916 As people have said, Unity is annoying because it has all 760 00:34:11,916 --> 00:34:14,980 these binary files that you cannot merge. 761 00:34:14,980 --> 00:34:18,030 So if two people were-- we had to basically always keep track 762 00:34:18,030 --> 00:34:19,279 of, I'm working on this scene. 763 00:34:19,279 --> 00:34:20,500 No one else touch it. 764 00:34:20,500 --> 00:34:21,997 Because if two people work on it, 765 00:34:21,997 --> 00:34:23,455 someone is going to lose everything 766 00:34:23,455 --> 00:34:25,969 in it, which is really annoying. 767 00:34:25,969 --> 00:34:28,040 Emails worked for that. 768 00:34:28,040 --> 00:34:30,764 And so that way you could say, I finished working on this scene. 769 00:34:30,764 --> 00:34:32,014 Someone else can touch it now. 770 00:34:32,014 --> 00:34:33,249 So that was sort of helpful. 771 00:34:36,231 --> 00:34:40,704 STUDENT 8: [INAUDIBLE] spits up like five of them. 772 00:34:40,704 --> 00:34:42,195 And you're like, I think it's fine. 773 00:34:42,195 --> 00:34:43,189 But sometimes a conflict happens. 774 00:34:43,189 --> 00:34:45,314 And you're like, I don't know what to do with this. 775 00:34:45,314 --> 00:34:47,165 I think I can check all of them. 776 00:34:47,165 --> 00:34:50,147 But then things break and you're [INAUDIBLE]. 777 00:34:50,147 --> 00:34:52,023 I feel like that scheme is weird in the scene 778 00:34:52,023 --> 00:34:54,563 because at least we tell each other, stop touching the thing, 779 00:34:54,563 --> 00:34:55,614 or touching the thing. 780 00:34:55,614 --> 00:34:57,780 But something you touch the thing and something else 781 00:34:57,780 --> 00:34:58,596 happens entirely. 782 00:34:58,596 --> 00:34:59,590 And you're like, OK. 783 00:35:00,584 --> 00:35:02,150 STUDENT 7: I also want to point out 784 00:35:02,150 --> 00:35:04,680 how impossible it is to schedule anything for seven people. 785 00:35:04,680 --> 00:35:06,670 We wanted to meet on the weekend. 786 00:35:06,670 --> 00:35:08,850 And there was literally not a single period 787 00:35:08,850 --> 00:35:12,290 of time, not one hour that wasn't at 3:00 of 4:00 788 00:35:12,290 --> 00:35:14,100 in the morning where everyone was asleep. 789 00:35:14,100 --> 00:35:15,040 It was impossible. 790 00:35:15,040 --> 00:35:17,311 It was insane. 791 00:35:17,311 --> 00:35:19,335 STUDENT 6: Yeah, schedules are hard. 792 00:35:19,335 --> 00:35:20,293 STUDENT 8: [INAUDIBLE]. 793 00:35:25,216 --> 00:35:26,257 STUDENT 6: Any questions? 794 00:35:26,257 --> 00:35:29,239 AUDIENCE: You have two points about [INAUDIBLE] items up 795 00:35:29,239 --> 00:35:31,724 that appear to [INAUDIBLE]. 796 00:35:31,724 --> 00:35:34,039 STUDENT 6: So we did keep to deadlines. 797 00:35:34,039 --> 00:35:35,830 So what I was trying to say with that point 798 00:35:35,830 --> 00:35:37,788 is that we did kind of keep the deadlines where 799 00:35:37,788 --> 00:35:41,230 we worked in those bursts to get to the deadline. 800 00:35:41,230 --> 00:35:45,000 But then because it was such a long burst, by the end everyone 801 00:35:45,000 --> 00:35:46,640 was drained. 802 00:35:46,640 --> 00:35:48,430 And if it was like, I'll do this, 803 00:35:48,430 --> 00:35:50,010 and this other little small thing, 804 00:35:50,010 --> 00:35:52,900 a lot of little small things didn't get done. 805 00:35:52,900 --> 00:35:57,230 And so things were kind of push back a little bit. 806 00:35:57,230 --> 00:35:59,470 And so this led to more bursts. 807 00:35:59,470 --> 00:36:01,550 And it was a really bad cycle that I 808 00:36:01,550 --> 00:36:02,784 think ended up happening. 809 00:36:06,172 --> 00:36:08,380 AUDIENCE: Do you think if you planned for the bursts, 810 00:36:08,380 --> 00:36:10,810 it would be better? 811 00:36:10,810 --> 00:36:13,030 If you actually scheduled meetings at 3:00 before? 812 00:36:17,870 --> 00:36:21,810 STUDENT 7: So I think we need more granularity 813 00:36:21,810 --> 00:36:22,760 in the deadlines. 814 00:36:22,760 --> 00:36:24,980 So we'd say, let's get this bucket 815 00:36:24,980 --> 00:36:26,900 of things done by this day. 816 00:36:26,900 --> 00:36:30,530 And that would-- people procrastinate. 817 00:36:30,530 --> 00:36:31,801 We have other work to do. 818 00:36:31,801 --> 00:36:35,073 Well, I have this other deadline for this other class 819 00:36:35,073 --> 00:36:38,576 is due first, and leave everything for this till later, 820 00:36:38,576 --> 00:36:40,450 until you're finished with every other class. 821 00:36:40,450 --> 00:36:44,730 So if you leave smaller tasks, more spread out 822 00:36:44,730 --> 00:36:48,059 throughout the week, I think that would enforce a more, 823 00:36:48,059 --> 00:36:50,350 I'll work a little bit today and a little bit tomorrow, 824 00:36:50,350 --> 00:36:53,516 as opposed to I'll work a whole time two days from today, which 825 00:36:53,516 --> 00:36:55,130 is what ended up happening. 826 00:36:55,130 --> 00:36:57,630 STUDENT 9: We also didn't have that [INAUDIBLE] scrum master 827 00:36:57,630 --> 00:37:00,534 or project manager who would reinforce those deadlines 828 00:37:00,534 --> 00:37:03,147 [INAUDIBLE]. 829 00:37:03,147 --> 00:37:04,980 STUDENT 6: Yeah, you would just get an email 830 00:37:04,980 --> 00:37:06,646 saying I have something due at midnight. 831 00:37:06,646 --> 00:37:08,650 I'll start working on this after midnight. 832 00:37:08,650 --> 00:37:12,160 So a lot of times that would happen, and things like got 833 00:37:12,160 --> 00:37:14,400 pushed back because that person didn't get that done. 834 00:37:14,400 --> 00:37:15,937 And so you kind of have to wait. 835 00:37:15,937 --> 00:37:17,520 STUDENT 7: But I think we got it done. 836 00:37:17,520 --> 00:37:18,500 STUDENT 6: But everything got done. 837 00:37:18,500 --> 00:37:19,970 STUDENT 8: It's very cute. 838 00:37:19,970 --> 00:37:23,400 I feel like that's what [INAUDIBLE]. 839 00:37:23,400 --> 00:37:25,664 PROFESSOR 2: [INAUDIBLE] you can [INAUDIBLE] a lot 840 00:37:25,664 --> 00:37:26,830 if it wasn't well organized. 841 00:37:26,830 --> 00:37:28,829 Do you have any thoughts on how you might better 842 00:37:28,829 --> 00:37:33,200 organize your communications on the project? 843 00:37:33,200 --> 00:37:36,140 How do still have that good level of communication, 844 00:37:36,140 --> 00:37:39,400 but have it be something [INAUDIBLE]? 845 00:37:39,400 --> 00:37:41,275 STUDENT 7: So I think a big problem we had is 846 00:37:41,275 --> 00:37:45,010 we had just one enormous email thread, 847 00:37:45,010 --> 00:37:48,440 which became huge and monolithic and impossible to look through 848 00:37:48,440 --> 00:37:49,520 after a certain point. 849 00:37:49,520 --> 00:37:51,710 I think it would have more helpful to break up 850 00:37:51,710 --> 00:37:53,280 into smaller email threads. 851 00:37:53,280 --> 00:37:56,446 So like people that were working on a specific feature in code, 852 00:37:56,446 --> 00:37:58,404 not everyone needs to receive all those emails. 853 00:37:58,404 --> 00:38:01,580 So it would have been, I think, really helpful for the future 854 00:38:01,580 --> 00:38:04,756 to maybe organize it in the send that if me and Jenny are 855 00:38:04,756 --> 00:38:06,880 working on something, we email each other a lot. 856 00:38:06,880 --> 00:38:09,240 And at the end of the day, we send one email. 857 00:38:09,240 --> 00:38:11,281 Here are the details that everyone needs to know. 858 00:38:11,281 --> 00:38:13,016 You don't need to receive the 10,000 859 00:38:13,016 --> 00:38:15,250 emails we sent before that. 860 00:38:15,250 --> 00:38:17,850 So I have to say, keep everyone in the loop. 861 00:38:17,850 --> 00:38:19,650 Don't leave people out of the loop. 862 00:38:19,650 --> 00:38:21,958 But keep little pockets of communication 863 00:38:21,958 --> 00:38:23,889 so everyone's not flooded with all this stuff. 864 00:38:23,889 --> 00:38:26,180 STUDENT 6: And even having the designated scrum master, 865 00:38:26,180 --> 00:38:28,290 I think, would help with that a lot. 866 00:38:28,290 --> 00:38:30,650 Because then it's not even they're sending it 867 00:38:30,650 --> 00:38:32,460 out to the group email thread. 868 00:38:32,460 --> 00:38:34,920 They're sending it to the scrum master and the scrum master 869 00:38:34,920 --> 00:38:36,380 makes one thing. 870 00:38:36,380 --> 00:38:40,170 It would be really tiresome to do that every day though. 871 00:38:40,170 --> 00:38:42,850 So maybe every other day or something. 872 00:38:42,850 --> 00:38:45,430 I'm not really sure how to break that up. 873 00:38:45,430 --> 00:38:47,190 Because it seems like you'll just 874 00:38:47,190 --> 00:38:49,610 end up having a lot of things, like a lot of reports. 875 00:38:49,610 --> 00:38:52,456 Report this was done this day, this was done on this day. 876 00:38:52,456 --> 00:38:55,718 PROFESSOR 2: Did you [INAUDIBLE] place to track where 877 00:38:55,718 --> 00:38:57,590 what tasks were done [INAUDIBLE]? 878 00:38:57,590 --> 00:39:01,184 STUDENT 6: We had the Google Doc with the change log. 879 00:39:01,184 --> 00:39:02,684 PROFESSOR 2: You did the change log. 880 00:39:02,684 --> 00:39:05,540 But were people updating, changing, task lists 881 00:39:05,540 --> 00:39:07,444 or anything like that? 882 00:39:07,444 --> 00:39:09,348 STUDENT 7: I think that was mostly done in 883 00:39:09,348 --> 00:39:12,430 like-- so we'd say, these are the sets of tasks that we want 884 00:39:12,430 --> 00:39:14,780 to finish today, or something. 885 00:39:14,780 --> 00:39:17,340 And then I, for example, I'm going to work on this. 886 00:39:17,340 --> 00:39:17,840 [INAUDIBLE]. 887 00:39:17,840 --> 00:39:18,580 I'm going to work on this scene. 888 00:39:18,580 --> 00:39:19,270 No one touch it. 889 00:39:19,270 --> 00:39:20,704 OK, I'm done working on the scene. 890 00:39:20,704 --> 00:39:23,250 And then once everyone finished working on all the scenes, 891 00:39:23,250 --> 00:39:26,550 then we'd go back [INAUDIBLE]. 892 00:39:26,550 --> 00:39:28,530 STUDENT 8: It does feel like we probably 893 00:39:28,530 --> 00:39:31,071 could have done some weird joint thing where the sprint tasks 894 00:39:31,071 --> 00:39:33,975 list keep track of bigger things. 895 00:39:33,975 --> 00:39:37,192 And then we have some kind of chat email system going 896 00:39:37,192 --> 00:39:39,915 on where we should stay in contact, 897 00:39:39,915 --> 00:39:41,895 especially with [INAUDIBLE]. 898 00:39:41,895 --> 00:39:46,350 At the same time, it's a little bit like , hm, 899 00:39:46,350 --> 00:39:53,775 what level of tasks, size, goes into the sprint task list? 900 00:39:53,775 --> 00:39:56,415 Because [INAUDIBLE] something really small, it's like yeah, 901 00:39:56,415 --> 00:39:58,725 this is what we spent the last two hours doing. 902 00:39:58,725 --> 00:40:01,706 [INAUDIBLE] 903 00:40:01,706 --> 00:40:04,626 AUDIENCE: [INAUDIBLE]. 904 00:40:04,626 --> 00:40:06,626 STUDENT 8: [INAUDIBLE] task [INAUDIBLE] is hard. 905 00:40:06,626 --> 00:40:08,594 AUDIENCE: But what really [INAUDIBLE]. 906 00:40:08,594 --> 00:40:11,054 That's what, if you can figure out 907 00:40:11,054 --> 00:40:14,006 a way to have something [INAUDIBLE], whether it's just 908 00:40:14,006 --> 00:40:16,958 a list [INAUDIBLE] where you can say, hey, I finished this task, 909 00:40:16,958 --> 00:40:19,418 can sum it up [INAUDIBLE] task was based on that. 910 00:40:19,418 --> 00:40:22,370 Or if you can go to [INAUDIBLE] troubleshooting or something. 911 00:40:27,441 --> 00:40:28,274 AUDIENCE: Thank you. 912 00:40:31,366 --> 00:40:31,991 STUDENT 10: Hi. 913 00:40:31,991 --> 00:40:33,900 So I'm going to be talking about Score High. 914 00:40:33,900 --> 00:40:35,670 This is actually our start screen. 915 00:40:35,670 --> 00:40:39,945 So just in case you don't remember what Score High is, 916 00:40:39,945 --> 00:40:42,175 it was a game where you played as an MIT student. 917 00:40:42,175 --> 00:40:43,970 You went around to different buildings, 918 00:40:43,970 --> 00:40:47,740 did your homework assignments, ate, slept, and basically 919 00:40:47,740 --> 00:40:49,025 just tried to survive school. 920 00:40:51,780 --> 00:40:55,610 So I'm going to start off by talking about what went poorly. 921 00:40:55,610 --> 00:40:59,900 And the first thing we had an issue with was direction. 922 00:40:59,900 --> 00:41:02,620 So this time, we didn't have a paper prototype. 923 00:41:02,620 --> 00:41:05,030 We had an idea that we wanted to do. 924 00:41:05,030 --> 00:41:09,180 But it ended up changing a lot right from the start. 925 00:41:09,180 --> 00:41:12,480 And it became really difficult to stay on topic 926 00:41:12,480 --> 00:41:15,470 because we didn't really know what we were doing. 927 00:41:15,470 --> 00:41:19,170 And very much related to that, we then had issues with scope. 928 00:41:19,170 --> 00:41:22,320 We started off with a lot of unrelated features 929 00:41:22,320 --> 00:41:23,730 and a lot of components. 930 00:41:23,730 --> 00:41:27,340 And even now in our final game, there are a lot of components 931 00:41:27,340 --> 00:41:31,960 and the way they interact is complicated sometimes. 932 00:41:31,960 --> 00:41:34,860 And then finally, I think every single team has mentioned this, 933 00:41:34,860 --> 00:41:37,980 just planning ahead, and getting work done earlier, 934 00:41:37,980 --> 00:41:40,930 and planning time to work together-- the issues we had 935 00:41:40,930 --> 00:41:43,200 especially that came up later were a lot of issues 936 00:41:43,200 --> 00:41:46,490 with midterms, things going wrong, 937 00:41:46,490 --> 00:41:49,310 everything that could go wrong kind of went wrong. 938 00:41:49,310 --> 00:41:51,710 And if we had started earlier, we 939 00:41:51,710 --> 00:41:53,240 wouldn't have had-- we would have 940 00:41:53,240 --> 00:41:56,760 been able to deal with those situations better. 941 00:41:56,760 --> 00:41:59,210 So based on that, what was well? 942 00:41:59,210 --> 00:42:00,740 Well, the great thing is that we did 943 00:42:00,740 --> 00:42:04,160 start right away just setting up everything we needed to work. 944 00:42:04,160 --> 00:42:07,410 We set up our email thread, our Google Drive folder. 945 00:42:07,410 --> 00:42:09,370 We decided on Unity first meeting, 946 00:42:09,370 --> 00:42:12,120 and we set up the GitHub project right away so 947 00:42:12,120 --> 00:42:13,560 that we could all collaborate. 948 00:42:13,560 --> 00:42:15,310 And the nice thing was in our Google Drive 949 00:42:15,310 --> 00:42:16,970 folder we put our task list. 950 00:42:16,970 --> 00:42:19,105 We really utilized that. 951 00:42:19,105 --> 00:42:20,950 And our email thread, like other teams said, 952 00:42:20,950 --> 00:42:22,610 it did get a little long and complex. 953 00:42:22,610 --> 00:42:24,370 But it was just so nice to have. 954 00:42:24,370 --> 00:42:27,110 And later on, we actually also got a group text 955 00:42:27,110 --> 00:42:28,330 messaging service. 956 00:42:28,330 --> 00:42:32,160 So that works really well dealing with that last minute 957 00:42:32,160 --> 00:42:34,230 hustle kind of stuff. 958 00:42:34,230 --> 00:42:36,010 The next thing I went really well 959 00:42:36,010 --> 00:42:39,590 is I told you that our scope was way out there. 960 00:42:39,590 --> 00:42:41,980 We realized that very quickly, and we just 961 00:42:41,980 --> 00:42:43,860 started cutting, cutting, cutting. 962 00:42:43,860 --> 00:42:44,980 So we cut items. 963 00:42:44,980 --> 00:42:47,560 We cut interactive AI characters. 964 00:42:47,560 --> 00:42:49,490 We cut playable quizzes. 965 00:42:49,490 --> 00:42:52,680 We just cut everything that wasn't key. 966 00:42:52,680 --> 00:42:54,970 Because our game, even without all the things, 967 00:42:54,970 --> 00:42:56,610 already had a lot of components. 968 00:42:59,350 --> 00:43:03,060 And then once we have a playable game, the next thing we did 969 00:43:03,060 --> 00:43:04,780 was we looked into feedback. 970 00:43:04,780 --> 00:43:08,640 So one of the main feedbacks we got was our game 971 00:43:08,640 --> 00:43:10,400 was not visually cohesive. 972 00:43:10,400 --> 00:43:11,850 It did not make sense. 973 00:43:11,850 --> 00:43:13,930 The nice thing about Score High was 974 00:43:13,930 --> 00:43:16,020 that because you're playing as an MIT student, 975 00:43:16,020 --> 00:43:19,060 you're just getting work done, people understood how to play 976 00:43:19,060 --> 00:43:20,700 and what they were supposed to do. 977 00:43:20,700 --> 00:43:22,304 But they didn't understand that. 978 00:43:22,304 --> 00:43:23,970 So if you look at the thing on the left, 979 00:43:23,970 --> 00:43:26,940 you're probably all just staring at it being like, what's that. 980 00:43:26,940 --> 00:43:29,180 The rectangles are buildings, and the bottom's 981 00:43:29,180 --> 00:43:31,190 the stats bar, on the right is the schedule. 982 00:43:31,190 --> 00:43:32,230 It's confusing. 983 00:43:32,230 --> 00:43:33,801 People didn't notice the stat bars, 984 00:43:33,801 --> 00:43:35,300 or they thought they were buildings, 985 00:43:35,300 --> 00:43:36,550 and things like that. 986 00:43:36,550 --> 00:43:38,130 So we responded to that right away. 987 00:43:38,130 --> 00:43:39,750 And we said, we need to clarify this. 988 00:43:39,750 --> 00:43:43,510 We need to separate the status, separate the schedule, 989 00:43:43,510 --> 00:43:49,410 and make the map very clear, and pretty, and easy to get around. 990 00:43:49,410 --> 00:43:51,390 So that was one thing we responded to, 991 00:43:51,390 --> 00:43:52,960 and I think it went well. 992 00:43:52,960 --> 00:43:55,010 The next thing that we responded to feedback 993 00:43:55,010 --> 00:43:57,960 was we really listened to players, not only big picture, 994 00:43:57,960 --> 00:43:59,280 but on smaller things. 995 00:43:59,280 --> 00:44:02,990 Players wanted WASD, so we put WASD. 996 00:44:02,990 --> 00:44:05,370 They wanted a clear way to leave buildings. 997 00:44:05,370 --> 00:44:07,120 They wanted to know what was going on when 998 00:44:07,120 --> 00:44:08,200 they were in a building. 999 00:44:08,200 --> 00:44:11,510 So we actually inserted a progress bar that says, 1000 00:44:11,510 --> 00:44:14,080 what's going on this building, how it's affecting you. 1001 00:44:14,080 --> 00:44:15,950 And then to leave, instead of pressing 1002 00:44:15,950 --> 00:44:18,730 space bar, which people found unintuitive, 1003 00:44:18,730 --> 00:44:21,560 they press a button that says leave-- much more intuitive. 1004 00:44:24,660 --> 00:44:26,971 Now given all that, we did make a really good game. 1005 00:44:26,971 --> 00:44:28,470 But there are definitely some things 1006 00:44:28,470 --> 00:44:31,290 we would change if we were to do it again. 1007 00:44:31,290 --> 00:44:36,280 As I mentioned before, start with something simpler. 1008 00:44:36,280 --> 00:44:39,250 We did not design the game around the scope 1009 00:44:39,250 --> 00:44:40,000 of the project. 1010 00:44:40,000 --> 00:44:42,790 And if we were to do this again, we definitely would. 1011 00:44:42,790 --> 00:44:45,990 We tried to bite off more than we could chew. 1012 00:44:45,990 --> 00:44:48,650 And related to that, minimize the number of components 1013 00:44:48,650 --> 00:44:51,310 and understand how they will interact. 1014 00:44:51,310 --> 00:44:54,740 Because especially if you're trying to break down tasks, 1015 00:44:54,740 --> 00:44:56,483 people need to know what has to be 1016 00:44:56,483 --> 00:44:58,066 conveyed between different components. 1017 00:45:00,596 --> 00:45:01,750 Plan for the worst. 1018 00:45:01,750 --> 00:45:02,850 Midterms suck. 1019 00:45:02,850 --> 00:45:04,890 People get sick, or go out of town. 1020 00:45:04,890 --> 00:45:07,250 And laptops break. 1021 00:45:07,250 --> 00:45:10,910 Literally all of these things happened to us. 1022 00:45:10,910 --> 00:45:13,690 We're still waiting to hear, is the laptop working. 1023 00:45:13,690 --> 00:45:14,500 We don't know. 1024 00:45:14,500 --> 00:45:16,930 Somebody's laptop broke last night 1025 00:45:16,930 --> 00:45:19,310 and they were working on something and finishing it up. 1026 00:45:19,310 --> 00:45:22,340 And suddenly all that work's gone. 1027 00:45:22,340 --> 00:45:25,770 So as I said, start earlier, plan for the worst, 1028 00:45:25,770 --> 00:45:28,440 and just get things done. 1029 00:45:28,440 --> 00:45:30,800 Finally, it worked out really well. 1030 00:45:30,800 --> 00:45:33,302 And thanks for listening. 1031 00:45:33,302 --> 00:45:34,284 Any questions? 1032 00:45:39,194 --> 00:45:40,117 Any questions? 1033 00:45:40,117 --> 00:45:41,158 AUDIENCE: This was Unity? 1034 00:45:41,158 --> 00:45:42,158 STUDENT 10: Yeah, Unity. 1035 00:45:45,577 --> 00:45:47,535 I'm going to take that as no questions. 1036 00:45:47,535 --> 00:45:48,326 PROFESSOR 1: Great. 1037 00:45:48,326 --> 00:45:48,523 Thank you. 1038 00:45:48,523 --> 00:45:49,439 STUDENT 10: Beautiful. 1039 00:45:52,269 --> 00:45:53,560 PROFESSOR 1: Thank you so much. 1040 00:45:53,560 --> 00:45:55,480 And actually round of applause for everyone here. 1041 00:45:55,480 --> 00:45:56,980 You actually did a really great job. 1042 00:46:01,720 --> 00:46:04,140 I think we're going to give you more detailed feedback 1043 00:46:04,140 --> 00:46:05,050 in a few days. 1044 00:46:05,050 --> 00:46:06,920 But I think one thing we heard definitely 1045 00:46:06,920 --> 00:46:10,375 is by working in these large teams, 1046 00:46:10,375 --> 00:46:11,750 you're coming across these issues 1047 00:46:11,750 --> 00:46:16,129 that you don't initially-- you still need tools to get over 1048 00:46:16,129 --> 00:46:18,170 some of the management issues you're finding out, 1049 00:46:18,170 --> 00:46:20,070 the communication issues you having, 1050 00:46:20,070 --> 00:46:22,300 the scheduling issues you're having. 1051 00:46:22,300 --> 00:46:23,862 Part of this is just experience. 1052 00:46:23,862 --> 00:46:26,070 That's kind of why we just throw you in the deep end, 1053 00:46:26,070 --> 00:46:28,071 is just to figure out what are all the problems. 1054 00:46:28,071 --> 00:46:29,778 So that we could then talk about and have 1055 00:46:29,778 --> 00:46:31,350 some common things to talk, how we're 1056 00:46:31,350 --> 00:46:32,994 going to solve those things. 1057 00:46:32,994 --> 00:46:34,910 Looking at the schedule, we'll probably end up 1058 00:46:34,910 --> 00:46:37,110 moving a couple things earlier. 1059 00:46:37,110 --> 00:46:38,615 Did you have a comment? 1060 00:46:38,615 --> 00:46:42,180 PROFESSOR 2: I just wanted to make one comment. 1061 00:46:42,180 --> 00:46:44,120 It's possible your groups might be slightly 1062 00:46:44,120 --> 00:46:47,740 larger for the next project. 1063 00:46:47,740 --> 00:46:50,480 I know. 1064 00:46:50,480 --> 00:46:52,480 But you've got a lot more time because you've 1065 00:46:52,480 --> 00:46:54,242 got seven to eight weeks. 1066 00:46:54,242 --> 00:46:55,700 And what I really want to encourage 1067 00:46:55,700 --> 00:46:59,650 you guys to do is if you realize you're having communication 1068 00:46:59,650 --> 00:47:01,730 and organization problems with your group, 1069 00:47:01,730 --> 00:47:03,510 if you're not sure how to organize things, 1070 00:47:03,510 --> 00:47:07,340 or if it's not working, stop by the office and talk to us. 1071 00:47:07,340 --> 00:47:09,270 I don't think we said this clearly enough 1072 00:47:09,270 --> 00:47:11,080 in the previous projects. 1073 00:47:11,080 --> 00:47:14,190 But yes, our goal is, in fact, to throw you out 1074 00:47:14,190 --> 00:47:15,040 into the deep end. 1075 00:47:15,040 --> 00:47:17,248 But we're not trying to throw you out in the deep end 1076 00:47:17,248 --> 00:47:20,190 without at least a floaty to hold onto, 1077 00:47:20,190 --> 00:47:22,280 or a safety rope or something. 1078 00:47:22,280 --> 00:47:24,020 We are happy to sit down and talk 1079 00:47:24,020 --> 00:47:27,030 with you, a small member of your group, 1080 00:47:27,030 --> 00:47:29,100 or your whole group about how to come up 1081 00:47:29,100 --> 00:47:31,600 with some individualized solutions 1082 00:47:31,600 --> 00:47:34,760 to your team's communication and organizational problems. 1083 00:47:34,760 --> 00:47:37,280 OK? 1084 00:47:37,280 --> 00:47:38,797 PROFESSOR 3: That's just a reminder, 1085 00:47:38,797 --> 00:47:40,380 if you don't know where our office is, 1086 00:47:40,380 --> 00:47:41,320 it's in the syllabus. 1087 00:47:41,320 --> 00:47:43,250 It's in building 26 on the ground floor. 1088 00:47:43,250 --> 00:47:47,530 You can see our rooms all have the MIT Game, that logo on it. 1089 00:47:47,530 --> 00:47:50,380 And what Rick was saying about tools, 1090 00:47:50,380 --> 00:47:52,980 not all our tools are like mechanical tools. 1091 00:47:52,980 --> 00:47:55,280 Not all our tools are like are things 1092 00:47:55,280 --> 00:47:59,470 that you put in a spreadsheet. 1093 00:47:59,470 --> 00:48:02,610 The things like the meetings that we've been talking about, 1094 00:48:02,610 --> 00:48:04,860 where you are actually supposed to talk to each other. 1095 00:48:04,860 --> 00:48:06,734 It's important to actually talk to each other 1096 00:48:06,734 --> 00:48:09,080 during those meetings, for instance. 1097 00:48:09,080 --> 00:48:11,117 Of course, if you don't have a way 1098 00:48:11,117 --> 00:48:13,200 to be able to schedule those meetings because it's 1099 00:48:13,200 --> 00:48:15,104 hard to get people together, you need 1100 00:48:15,104 --> 00:48:17,520 to find a replacement to be able to have those opportunity 1101 00:48:17,520 --> 00:48:18,740 to talk with each other. 1102 00:48:18,740 --> 00:48:21,470 You can't just say, well, we don't have time 1103 00:48:21,470 --> 00:48:24,500 to do this thing, therefore we're not going to do it. 1104 00:48:24,500 --> 00:48:26,740 However, this being the final project, 1105 00:48:26,740 --> 00:48:28,500 you're going to have a lot of flexibility 1106 00:48:28,500 --> 00:48:31,460 to try out different ways to communicate with your team. 1107 00:48:31,460 --> 00:48:34,960 So what worked in your previous projects 1108 00:48:34,960 --> 00:48:38,580 should give you a good basis on what you can do in the future, 1109 00:48:38,580 --> 00:48:41,010 but may not necessarily work with your future team 1110 00:48:41,010 --> 00:48:43,180 because it might be different groups of people. 1111 00:48:43,180 --> 00:48:47,400 And learn from the previous three projects 1112 00:48:47,400 --> 00:48:48,150 about what worked. 1113 00:48:48,150 --> 00:48:49,050 Try it out. 1114 00:48:49,050 --> 00:48:51,140 And that doesn't work, try something different. 1115 00:48:51,140 --> 00:48:52,520 You have time this time around. 1116 00:48:52,520 --> 00:48:56,420 Although still, eight weeks goes by really, really, really fast. 1117 00:48:56,420 --> 00:48:58,395 So don't over scope. 1118 00:48:58,395 --> 00:49:00,020 PROFESSOR 1: So we actually are running 1119 00:49:00,020 --> 00:49:01,145 really short on time today. 1120 00:49:01,145 --> 00:49:05,004 We've got a really long-- a lot of content 1121 00:49:05,004 --> 00:49:06,670 that Pablo was going to go over with us. 1122 00:49:06,670 --> 00:49:10,160 So let's take a five minute break. 1123 00:49:10,160 --> 00:49:12,580 I'm actually going to skip the project 4 introduction. 1124 00:49:12,580 --> 00:49:15,300 And I'll put the slides up on Stellar. 1125 00:49:15,300 --> 00:49:17,990 And I'll give that on Monday morning. 1126 00:49:17,990 --> 00:49:20,515 It's really just me saying out loud what all 1127 00:49:20,515 --> 00:49:23,230 the-- Monday class. 1128 00:49:23,230 --> 00:49:25,990 Don't take everything I say literally. 1129 00:49:25,990 --> 00:49:27,100 It's the spirit. 1130 00:49:27,100 --> 00:49:29,250 Monday at 1 o'clock. 1131 00:49:29,250 --> 00:49:31,669 So the slides will be up. 1132 00:49:31,669 --> 00:49:33,460 I'm really just going over what it actually 1133 00:49:33,460 --> 00:49:35,540 says in the schedule by saying it out loud. 1134 00:49:35,540 --> 00:49:37,454 So you can hear it and see it. 1135 00:49:37,454 --> 00:49:38,620 But we'll do that on Monday. 1136 00:49:38,620 --> 00:49:39,710 So take a break right now. 1137 00:49:39,710 --> 00:49:41,290 And I'm going to get Pablo set up. 1138 00:49:44,220 --> 00:49:46,516 You can see some folks, Pablo? 1139 00:49:46,516 --> 00:49:48,896 PROFESSOR 4: I can in the distance, yes. 1140 00:49:48,896 --> 00:49:51,604 Hello, everyone. 1141 00:49:51,604 --> 00:49:53,395 PROFESSOR 1: So let me crank up the volume. 1142 00:49:57,362 --> 00:49:58,702 All right. the room is yours. 1143 00:49:58,702 --> 00:49:59,660 PROFESSOR 4: All right. 1144 00:49:59,660 --> 00:50:01,440 PROFESSOR 1: Whoa, loud. 1145 00:50:01,440 --> 00:50:03,900 PROFESSOR 4: Thank you again to all of you 1146 00:50:03,900 --> 00:50:05,922 for still being there. 1147 00:50:05,922 --> 00:50:08,560 Thank to the team in charge of the [INAUDIBLE] 1148 00:50:08,560 --> 00:50:10,874 for persevering with the invitation on the guidance 1149 00:50:10,874 --> 00:50:12,932 of how to use this time. 1150 00:50:12,932 --> 00:50:15,100 I'm sure you, or at least some of you, 1151 00:50:15,100 --> 00:50:18,440 should remember the slide that I hope is on the screen. 1152 00:50:18,440 --> 00:50:22,731 There is a comfort zone where people feel safe. 1153 00:50:22,731 --> 00:50:26,660 And most often, where people are safe, not enough happens. 1154 00:50:26,660 --> 00:50:30,070 And one of the things-- one of the reason why 1155 00:50:30,070 --> 00:50:32,440 I hope we can work together is to see 1156 00:50:32,440 --> 00:50:35,256 if we can create true games. 1157 00:50:35,256 --> 00:50:38,550 The magic circles that are slightly outside of the comfort 1158 00:50:38,550 --> 00:50:42,150 zone of people will be a Red Cross volunteer, a Red Cross 1159 00:50:42,150 --> 00:50:45,280 staff, a person who is a scholar, 1160 00:50:45,280 --> 00:50:48,820 a donor, a government official to try 1161 00:50:48,820 --> 00:50:51,210 to make something new happen. 1162 00:50:51,210 --> 00:50:54,010 And that something new can be just understanding. 1163 00:50:54,010 --> 00:50:56,140 It can be about dialogue. 1164 00:50:56,140 --> 00:51:00,710 It can be about perceptions, or it can be about some 1165 00:51:00,710 --> 00:51:04,680 of the ingredients that eventually lead to action. 1166 00:51:04,680 --> 00:51:08,250 So now let's see if this thing changes. 1167 00:51:08,250 --> 00:51:10,800 Did you see a change in slide? 1168 00:51:10,800 --> 00:51:11,770 AUDIENCE: Yes. 1169 00:51:11,770 --> 00:51:12,800 PROFESSOR 4: Good. 1170 00:51:12,800 --> 00:51:16,434 So let me move this thing. 1171 00:51:16,434 --> 00:51:20,220 We're going to start by playing [INAUDIBLE]. 1172 00:51:20,220 --> 00:51:23,022 I'm going to invite everyone to stand up. 1173 00:51:23,022 --> 00:51:26,950 And Reid, can I ask you and someone to partner up with you 1174 00:51:26,950 --> 00:51:29,060 to be in a place where I can see you. 1175 00:51:29,060 --> 00:51:30,476 PROFESSOR 1: OK. 1176 00:51:30,476 --> 00:51:32,780 PROFESSOR 4: Maybe Sarah, or whoever you choose. 1177 00:51:32,780 --> 00:51:33,780 PROFESSOR 3: I'll do it. 1178 00:51:33,780 --> 00:51:34,821 PROFESSOR 4: [INAUDIBLE]. 1179 00:51:36,314 --> 00:51:37,980 PROFESSOR 1: Where are we in the camera? 1180 00:51:37,980 --> 00:51:39,388 Hey, there we are. 1181 00:51:39,388 --> 00:51:41,039 PROFESSOR 4: [INAUDIBLE] 1182 00:51:41,039 --> 00:51:41,830 PROFESSOR 1: Stand. 1183 00:51:41,830 --> 00:51:44,315 PROFESSOR 4: So everybody find-- yeah, right. 1184 00:51:44,315 --> 00:51:47,794 When I say stand up, I mean it. 1185 00:51:47,794 --> 00:51:53,758 So everybody find a partner, shake hands with your partner. 1186 00:51:57,237 --> 00:51:58,170 PROFESSOR 1: Oh, no. 1187 00:51:58,170 --> 00:52:00,950 Cutting out. 1188 00:52:00,950 --> 00:52:06,272 PROFESSOR 4: What you're going to do now is each one with two 1189 00:52:06,272 --> 00:52:09,630 in the duo is going to [INAUDIBLE]. 1190 00:52:13,950 --> 00:52:18,389 PROFESSOR 3: Oh, you've dropped out. 1191 00:52:18,389 --> 00:52:19,180 PROFESSOR 1: Oh no. 1192 00:52:24,319 --> 00:52:25,610 PROFESSOR 3: How's the network? 1193 00:52:25,610 --> 00:52:26,240 PROFESSOR 4: Uh oh. 1194 00:52:26,240 --> 00:52:28,823 PROFESSOR 1: Yeah, we're getting a little bit of network drops 1195 00:52:28,823 --> 00:52:29,404 here. 1196 00:52:29,404 --> 00:52:33,040 PROFESSOR 4: OK, may I suggest the following then. 1197 00:52:33,040 --> 00:52:35,910 If it is a matter of bandwidth, you can stop your video 1198 00:52:35,910 --> 00:52:38,920 and that should work. 1199 00:52:38,920 --> 00:52:40,289 PROFESSOR 1: We'll do that. 1200 00:52:40,289 --> 00:52:42,330 PROFESSOR 4: You'll be in charge of through audio 1201 00:52:42,330 --> 00:52:44,462 making sure I know-- 1202 00:52:47,430 --> 00:52:49,404 PROFESSOR 1: Yeah, it dropped again. 1203 00:52:49,404 --> 00:52:51,820 PROFESSOR 4: But you're still there and kind of following. 1204 00:52:51,820 --> 00:52:52,864 OK, can you hear me now? 1205 00:52:52,864 --> 00:52:53,770 PROFESSOR 1: We can hear you. 1206 00:52:53,770 --> 00:52:54,605 PROFESSOR 4: So each one of you is 1207 00:52:54,605 --> 00:52:56,738 going to hold an imaginary deck of cards. 1208 00:52:56,738 --> 00:53:00,440 Cards are number 1 to 10. 1209 00:53:00,440 --> 00:53:03,670 And I want you to shuffle these imaginary cards. 1210 00:53:03,670 --> 00:53:09,700 I want you to take the top half of the deck 1211 00:53:09,700 --> 00:53:13,314 and swap it with your partner. 1212 00:53:13,314 --> 00:53:16,200 And then you shuffle again, those imaginary cards. 1213 00:53:16,200 --> 00:53:18,640 So you should have a lot of imaginary cards numbered 1214 00:53:18,640 --> 00:53:22,701 1 to 10 in random order. 1215 00:53:22,701 --> 00:53:27,489 If you're thinking, what does this have to do with Red Cross, 1216 00:53:27,489 --> 00:53:28,155 we'll get there. 1217 00:53:30,950 --> 00:53:35,010 So now, this is crucial. 1218 00:53:35,010 --> 00:53:39,780 Each one of you is going to take the top imaginary card, 1219 00:53:39,780 --> 00:53:43,846 make some body movement to reveal the moment when 1220 00:53:43,846 --> 00:53:45,400 you're flipping it. 1221 00:53:45,400 --> 00:53:51,180 And [INAUDIBLE] state that the number that is on the top card. 1222 00:53:51,180 --> 00:53:57,000 For example, [INAUDIBLE] as well so say your number 1223 00:53:57,000 --> 00:53:59,516 at the same time. 1224 00:53:59,516 --> 00:54:00,140 PROFESSOR 3: 4. 1225 00:54:00,140 --> 00:54:03,010 PROFESSOR 1: 6. 1226 00:54:03,010 --> 00:54:06,495 Oh hey, you don't have 10 fingers. 1227 00:54:06,495 --> 00:54:08,935 PROFESSOR 4: Let's try it again using body language 1228 00:54:08,935 --> 00:54:10,810 to make sure it's simultaneous. 1229 00:54:10,810 --> 00:54:12,379 PROFESSOR 3: 1, 2, 3-- 1230 00:54:12,379 --> 00:54:13,045 PROFESSOR 1: 10. 1231 00:54:13,045 --> 00:54:14,970 PROFESSOR 3: 5. 1232 00:54:14,970 --> 00:54:15,702 5. 1233 00:54:15,702 --> 00:54:17,974 PROFESSOR 4: All right. 1234 00:54:17,974 --> 00:54:21,150 So I couldn't hear the number, but first of all, you 1235 00:54:21,150 --> 00:54:23,036 don't need to say 1, 2, 3. 1236 00:54:23,036 --> 00:54:26,640 You can use body language to make it happen simultaneously. 1237 00:54:26,640 --> 00:54:30,300 It's to your advantage to make it as fast as possible. 1238 00:54:30,300 --> 00:54:32,360 Two things can happen. 1239 00:54:32,360 --> 00:54:37,880 If the two players say different numbers, 1240 00:54:37,880 --> 00:54:42,362 there's no consequence and you try again a different number-- 1241 00:54:42,362 --> 00:54:44,782 PROFESSOR 1: Oh, no. 1242 00:54:44,782 --> 00:54:46,370 The video is slowing down. 1243 00:54:46,370 --> 00:54:48,536 PROFESSOR 4: or the same number, whichever you want, 1244 00:54:48,536 --> 00:54:51,150 any-- [INAUDIBLE]. 1245 00:54:51,150 --> 00:54:52,895 OK, it's the audio [INAUDIBLE]. 1246 00:54:52,895 --> 00:54:54,819 PROFESSOR 1: Yeah, the audio is cutting out. 1247 00:54:54,819 --> 00:54:55,860 And the video is pausing. 1248 00:54:55,860 --> 00:54:58,440 Do you want to just switch back to me controlling the slides 1249 00:54:58,440 --> 00:55:00,391 and you on audio only? 1250 00:55:00,391 --> 00:55:01,140 PROFESSOR 4: Sure. 1251 00:55:01,140 --> 00:55:03,872 PROFESSOR 1: OK, let's do that. 1252 00:55:03,872 --> 00:55:05,830 PROFESSOR 3: I think he can just turn off his-- 1253 00:55:05,830 --> 00:55:06,010 PROFESSOR 1: So yeah, if you just 1254 00:55:06,010 --> 00:55:07,140 go ahead and turn off your video, 1255 00:55:07,140 --> 00:55:08,485 and I'll make sure I have slides. 1256 00:55:08,485 --> 00:55:09,651 PROFESSOR 4: All right, yes. 1257 00:55:09,651 --> 00:55:10,880 Let me get back to this. 1258 00:55:13,475 --> 00:55:14,393 How do I do it? 1259 00:55:14,393 --> 00:55:15,480 There. 1260 00:55:15,480 --> 00:55:16,230 PROFESSOR 1: Cool. 1261 00:55:16,230 --> 00:55:16,830 Let me go back to this. 1262 00:55:16,830 --> 00:55:18,660 PROFESSOR 4: So is the audio now better? 1263 00:55:18,660 --> 00:55:19,905 PROFESSOR 1: So far, yeah. 1264 00:55:19,905 --> 00:55:21,080 PROFESSOR 4: OK, good. 1265 00:55:21,080 --> 00:55:25,245 So what I was going to say is that the two players are going 1266 00:55:25,245 --> 00:55:27,771 to say numbers simultaneously. 1267 00:55:27,771 --> 00:55:31,900 If the two numbers stated simultaneously are different, 1268 00:55:31,900 --> 00:55:33,034 you keep going. 1269 00:55:33,034 --> 00:55:36,740 You keep saying numbers at the same time. 1270 00:55:36,740 --> 00:55:41,694 But if the two players say the same number at the same time, 1271 00:55:41,694 --> 00:55:48,180 the first player to say "snap" takes all the imaginary cards 1272 00:55:48,180 --> 00:55:50,638 and wins one imaginary point. 1273 00:55:53,395 --> 00:55:54,061 PROFESSOR 1: OK. 1274 00:55:54,061 --> 00:55:57,040 PROFESSOR 4: You keep going, OK? 1275 00:55:57,040 --> 00:55:58,450 And you start again. 1276 00:55:58,450 --> 00:56:02,340 The purpose is in one minute or less 1277 00:56:02,340 --> 00:56:05,346 to snap as much as you can. 1278 00:56:05,346 --> 00:56:07,182 Those are the rules. 1279 00:56:07,182 --> 00:56:09,020 Shuffle your cards. 1280 00:56:09,020 --> 00:56:10,480 Ready, set and go. 1281 00:56:10,480 --> 00:56:11,785 You have less than a minute. 1282 00:56:11,785 --> 00:56:12,410 PROFESSOR 1: 5. 1283 00:56:12,410 --> 00:56:13,446 PROFESSOR 3: 4. 1284 00:56:13,446 --> 00:56:14,071 PROFESSOR 1: 6. 1285 00:56:14,071 --> 00:56:14,568 PROFESSOR 3: 2. 1286 00:56:14,568 --> 00:56:15,065 PROFESSOR 1: 10. 1287 00:56:15,065 --> 00:56:15,562 PROFESSOR 3: 7. 1288 00:56:15,562 --> 00:56:16,059 PROFESSOR 1: 8. 1289 00:56:16,059 --> 00:56:16,556 PROFESSOR 3: 3. 1290 00:56:16,556 --> 00:56:17,053 PROFESSOR 1: 3. 1291 00:56:17,053 --> 00:56:17,550 PROFESSOR 3: 9. 1292 00:56:17,550 --> 00:56:18,047 PROFESSOR 1: 2. 1293 00:56:18,047 --> 00:56:18,544 PROFESSOR 3: 12. 1294 00:56:18,544 --> 00:56:19,127 PROFESSOR 1: 1 1295 00:56:19,127 --> 00:56:19,907 PROFESSOR 3: 2. 1296 00:56:19,907 --> 00:56:20,532 PROFESSOR 1: 7. 1297 00:56:20,532 --> 00:56:21,398 PROFESSOR 3: 6. 1298 00:56:21,398 --> 00:56:22,023 PROFESSOR 1: 5. 1299 00:56:22,023 --> 00:56:22,520 PROFESSOR 3: 8. 1300 00:56:22,520 --> 00:56:23,017 PROFESSOR 1: 4. 1301 00:56:23,017 --> 00:56:23,514 PROFESSOR 3: 3. 1302 00:56:23,514 --> 00:56:24,011 PROFESSOR 1: 10. 1303 00:56:24,011 --> 00:56:24,508 PROFESSOR 3: 4. 1304 00:56:24,508 --> 00:56:25,133 PROFESSOR 1: 4. 1305 00:56:25,133 --> 00:56:25,871 PROFESSOR 3: 5. 1306 00:56:25,871 --> 00:56:26,496 PROFESSOR 1: 6. 1307 00:56:26,496 --> 00:56:26,993 PROFESSOR 3: 3. 1308 00:56:26,993 --> 00:56:27,490 PROFESSOR 1: 3. 1309 00:56:27,490 --> 00:56:27,987 PROFESSOR 3: 3. 1310 00:56:27,987 --> 00:56:28,484 PROFESSOR 1: Snap! 1311 00:56:28,484 --> 00:56:29,109 PROFESSOR 3: 3. 1312 00:56:29,109 --> 00:56:30,969 OK, you got the point. 1313 00:56:30,969 --> 00:56:31,835 1. 1314 00:56:31,835 --> 00:56:32,460 PROFESSOR 1: 5. 1315 00:56:32,460 --> 00:56:32,957 PROFESSOR 3: 6. 1316 00:56:32,957 --> 00:56:33,454 PROFESSOR 1: 6 1317 00:56:33,454 --> 00:56:33,951 PROFESSOR 3: 2 1318 00:56:33,951 --> 00:56:34,448 PROFESSOR 1: 7. 1319 00:56:34,448 --> 00:56:34,945 PROFESSOR 3: 1. 1320 00:56:34,945 --> 00:56:35,442 PROFESSOR 1: 7 1321 00:56:35,442 --> 00:56:35,939 PROFESSOR 3: 2. 1322 00:56:35,939 --> 00:56:36,436 PROFESSOR 1: 8 1323 00:56:36,436 --> 00:56:36,933 PROFESSOR 3: 3. 1324 00:56:36,933 --> 00:56:37,430 PROFESSOR 1: 8. 1325 00:56:37,430 --> 00:56:37,927 PROFESSOR 3: 8, snap! 1326 00:56:37,927 --> 00:56:38,921 PROFESSOR 1: Ah, OK, you get a point. 1327 00:56:38,921 --> 00:56:39,915 PROFESSOR 3: All right. 1328 00:56:39,915 --> 00:56:40,412 PROFESSOR 1: 9. 1329 00:56:40,412 --> 00:56:40,909 PROFESSOR 3: 4. 1330 00:56:40,909 --> 00:56:41,406 PROFESSOR 1: 10. 1331 00:56:41,406 --> 00:56:41,903 PROFESSOR 3: 3 1332 00:56:41,903 --> 00:56:42,400 PROFESSOR 1: 4. 1333 00:56:42,400 --> 00:56:42,897 PROFESSOR 3: 8. 1334 00:56:42,897 --> 00:56:43,394 PROFESSOR 1: 7. 1335 00:56:43,394 --> 00:56:43,891 PROFESSOR 3: 6. 1336 00:56:43,891 --> 00:56:44,388 PROFESSOR 1: 6. 1337 00:56:44,388 --> 00:56:44,885 PROFESSOR 3: 2. 1338 00:56:44,885 --> 00:56:45,382 PROFESSOR 1: 3. 1339 00:56:45,382 --> 00:56:45,879 PROFESSOR 3: 1. 1340 00:56:45,879 --> 00:56:46,376 PROFESSOR 1: 4. 1341 00:56:46,376 --> 00:56:46,873 PROFESSOR 3: 1. 1342 00:56:46,873 --> 00:56:47,370 PROFESSOR 1: 5. 1343 00:56:47,370 --> 00:56:47,867 PROFESSOR 3: 5. 1344 00:56:47,867 --> 00:56:48,364 PROFESSOR 1: Snap! 1345 00:56:48,364 --> 00:56:48,861 PROFESSOR 3: Snap! 1346 00:56:48,861 --> 00:56:49,855 All right, I think you got it. 1347 00:56:49,855 --> 00:56:50,410 PROFESSOR 1: OK. 1348 00:56:50,410 --> 00:56:51,122 PROFESSOR 3: All right. 1349 00:56:51,122 --> 00:56:51,480 PROFESSOR 1: 3. 1350 00:56:51,480 --> 00:56:51,974 PROFESSOR 3: 2. 1351 00:56:51,974 --> 00:56:52,468 PROFESSOR 1: 4. 1352 00:56:52,468 --> 00:56:52,962 PROFESSOR 3: 3. 1353 00:56:52,962 --> 00:56:53,456 PROFESSOR 1: 7. 1354 00:56:53,456 --> 00:56:53,950 PROFESSOR 3: 2. 1355 00:56:53,950 --> 00:56:54,444 PROFESSOR 1: 8. 1356 00:56:54,444 --> 00:56:54,938 PROFESSOR 3: 8. 1357 00:56:54,938 --> 00:56:55,432 PROFESSOR 1: Snap! 1358 00:56:55,432 --> 00:56:55,926 PROFESSOR 3: Ah, OK. 1359 00:56:55,926 --> 00:56:56,742 You got two points. 1360 00:56:56,742 --> 00:56:57,408 PROFESSOR 1: OK. 1361 00:56:57,408 --> 00:56:58,949 PROFESSOR 3: All right, is that good? 1362 00:56:58,949 --> 00:57:00,866 Or go again? 1363 00:57:00,866 --> 00:57:01,854 OK. 1364 00:57:01,854 --> 00:57:02,348 PROFESSOR 1: [INAUDIBLE]. 1365 00:57:02,348 --> 00:57:02,842 5. 1366 00:57:02,842 --> 00:57:03,336 PROFESSOR 3: 5 1367 00:57:03,336 --> 00:57:03,830 PROFESSOR 1: 7. 1368 00:57:03,830 --> 00:57:04,324 PROFESSOR 3: 2. 1369 00:57:04,324 --> 00:57:04,818 PROFESSOR 1: 8. 1370 00:57:04,818 --> 00:57:05,312 PROFESSOR 3: 9. 1371 00:57:05,312 --> 00:57:05,806 PROFESSOR 1: 10. 1372 00:57:05,806 --> 00:57:06,300 PROFESSOR 3: 3. 1373 00:57:06,300 --> 00:57:06,925 PROFESSOR 1: 3. 1374 00:57:06,925 --> 00:57:07,651 PROFESSOR 3: 6. 1375 00:57:07,651 --> 00:57:08,276 PROFESSOR 1: 2. 1376 00:57:08,276 --> 00:57:08,942 PROFESSOR 3: 12. 1377 00:57:08,942 --> 00:57:10,121 That's [INAUDIBLE]. 1378 00:57:10,121 --> 00:57:10,746 PROFESSOR 1: 1. 1379 00:57:10,746 --> 00:57:11,240 PROFESSOR 3: 8. 1380 00:57:11,240 --> 00:57:11,734 PROFESSOR 1: 5. 1381 00:57:11,734 --> 00:57:12,228 PROFESSOR 3: 9. 1382 00:57:12,228 --> 00:57:12,722 PROFESSOR 1: 4. 1383 00:57:12,722 --> 00:57:13,216 PROFESSOR 3: 10 1384 00:57:13,216 --> 00:57:13,710 PROFESSOR 1: 3. 1385 00:57:13,710 --> 00:57:14,204 PROFESSOR 3: 4. 1386 00:57:14,204 --> 00:57:14,829 PROFESSOR 1: 2. 1387 00:57:14,829 --> 00:57:15,555 PROFESSOR 3: 5. 1388 00:57:15,555 --> 00:57:16,180 PROFESSOR 1: 5. 1389 00:57:16,180 --> 00:57:16,674 PROFESSOR 3: 6 1390 00:57:16,674 --> 00:57:17,168 PROFESSOR 1: 7. 1391 00:57:17,168 --> 00:57:17,662 PROFESSOR 3: 8. 1392 00:57:17,662 --> 00:57:18,287 PROFESSOR 1: 9. 1393 00:57:18,287 --> 00:57:19,013 PROFESSOR 3: 2. 1394 00:57:19,013 --> 00:57:19,638 PROFESSOR 1: 3. 1395 00:57:19,638 --> 00:57:20,132 PROFESSOR 3: 3. 1396 00:57:20,132 --> 00:57:20,882 PROFESSOR 1: Snap! 1397 00:57:20,882 --> 00:57:22,108 PROFESSOR 3: Ah. 1398 00:57:22,108 --> 00:57:23,096 OK, [INAUDIBLE]. 1399 00:57:23,096 --> 00:57:23,590 PROFESSOR 1: So I have four? 1400 00:57:23,590 --> 00:57:25,072 PROFESSOR 3: I think that you win. 1401 00:57:25,072 --> 00:57:27,076 I think you just win this game. 1402 00:57:27,076 --> 00:57:30,052 [INTERPOSING VOICES] 1403 00:58:01,107 --> 00:58:02,315 PROFESSOR 1: Are you talking? 1404 00:58:02,315 --> 00:58:03,148 [INTERPOSING VOICES] 1405 00:58:03,148 --> 00:58:06,038 PROFESSOR 4: [INAUDIBLE]. 1406 00:58:06,038 --> 00:58:07,974 PROFESSOR 1: OK, I can't hear you. 1407 00:58:07,974 --> 00:58:08,891 Should I shut them up? 1408 00:58:08,891 --> 00:58:09,932 PROFESSOR 4: Yes, please. 1409 00:58:09,932 --> 00:58:10,878 PROFESSOR 1: OK. 1410 00:58:10,878 --> 00:58:14,947 All right, can we hear you? 1411 00:58:14,947 --> 00:58:16,322 PROFESSOR 4: Well, I was actually 1412 00:58:16,322 --> 00:58:18,792 trying to be heard for the past 30 seconds. 1413 00:58:23,250 --> 00:58:26,238 OK, so what we're going to do now-- can you hear me? 1414 00:58:26,238 --> 00:58:27,110 PROFESSOR 3: Yeah. 1415 00:58:27,110 --> 00:58:27,580 PROFESSOR 1: Yes. 1416 00:58:27,580 --> 00:58:27,840 PROFESSOR 3: Yeah. 1417 00:58:27,840 --> 00:58:28,660 PROFESSOR 4: Good. 1418 00:58:28,660 --> 00:58:30,640 What you are going to do now is to find-- 1419 00:58:30,640 --> 00:58:33,400 we are going to play a second round with two 1420 00:58:33,400 --> 00:58:35,003 minor differences. 1421 00:58:35,003 --> 00:58:37,044 The first minor difference-- don't do it yet. 1422 00:58:37,044 --> 00:58:39,210 But you have to shake hands with a different person. 1423 00:58:39,210 --> 00:58:40,730 You will find a new partner. 1424 00:58:40,730 --> 00:58:41,632 PROFESSOR 1: OK. 1425 00:58:41,632 --> 00:58:43,048 PROFESSOR 4: The second difference 1426 00:58:43,048 --> 00:58:45,190 is that instead of having numbers 1 through 10, 1427 00:58:45,190 --> 00:58:47,555 you are going to have the names of animals. 1428 00:58:47,555 --> 00:58:48,180 AUDIENCE: What? 1429 00:58:48,180 --> 00:58:49,692 AUDIENCE: Holy crap. 1430 00:58:49,692 --> 00:58:51,150 PROFESSOR 4: Each one of you should 1431 00:58:51,150 --> 00:58:53,063 know more than 10 animals. 1432 00:58:53,063 --> 00:58:55,035 So it shouldn't be a problem. 1433 00:58:55,035 --> 00:58:56,021 Find your partner. 1434 00:58:56,021 --> 00:58:57,677 Shake hands. 1435 00:58:57,677 --> 00:58:58,760 PROFESSOR 3: Someone else? 1436 00:58:58,760 --> 00:59:00,507 PROFESSOR 4: Shuffle your deck. 1437 00:59:00,507 --> 00:59:01,744 [INAUDIBLE] 1438 00:59:01,744 --> 00:59:02,410 PROFESSOR 3: Oh. 1439 00:59:02,410 --> 00:59:03,378 PROFESSOR 4: And I-- 1440 00:59:03,378 --> 00:59:04,346 PROFESSOR 3: OK, you guys play. 1441 00:59:04,346 --> 00:59:06,770 PROFESSOR 4: --request you stop it in 30 seconds or less. 1442 00:59:06,770 --> 00:59:08,300 PROFESSOR 3: We're suppose to do somebody else, right? 1443 00:59:08,300 --> 00:59:08,550 PROFESSOR 1: Yeah. 1444 00:59:08,550 --> 00:59:09,560 PROFESSOR 4: So let's do anybody else. 1445 00:59:09,560 --> 00:59:10,867 How about I play with you. 1446 00:59:10,867 --> 00:59:11,450 You play Rick. 1447 00:59:11,450 --> 00:59:12,116 PROFESSOR 1: Go. 1448 00:59:12,116 --> 00:59:14,320 [INTERPOSING VOICES] 1449 00:59:34,169 --> 00:59:36,664 PROFESSOR 1: All it's 30 seconds. 1450 00:59:36,664 --> 00:59:42,152 OK, all right, back to the screen. 1451 00:59:42,152 --> 00:59:42,652 OK. 1452 00:59:46,244 --> 00:59:46,910 PROFESSOR 3: OK. 1453 00:59:46,910 --> 00:59:47,780 PROFESSOR 1: All right, Pablo, you're back. 1454 00:59:47,780 --> 00:59:48,988 PROFESSOR 3: This was harder. 1455 00:59:48,988 --> 00:59:49,802 AUDIENCE: Yeah. 1456 00:59:49,802 --> 00:59:53,260 PROFESSOR 4: So clearly I'm not in the room. 1457 00:59:53,260 --> 00:59:54,248 Can you hear me guys? 1458 00:59:54,248 --> 00:59:55,240 AUDIENCE: Yeah. 1459 00:59:55,240 --> 00:59:55,990 PROFESSOR 4: Good. 1460 00:59:55,990 --> 00:59:57,756 Even though I'm not in the room, I 1461 00:59:57,756 --> 01:00:00,120 imagine that what usually happens 1462 01:00:00,120 --> 01:00:02,490 may have happened again here. 1463 01:00:02,490 --> 01:00:07,280 First of all, it seems much harder to snap. 1464 01:00:07,280 --> 01:00:12,392 Second, more people find themselves going, ah, and not 1465 01:00:12,392 --> 01:00:13,316 saying an animal. 1466 01:00:13,316 --> 01:00:16,920 There was like clogging of the brain cells. 1467 01:00:16,920 --> 01:00:20,210 And then very interestingly, very often 1468 01:00:20,210 --> 01:00:23,036 people don't listen to each other. 1469 01:00:23,036 --> 01:00:26,390 So for example, the first time I played, I was saying, 1470 01:00:26,390 --> 01:00:30,760 dog, cat, mouse, and my partner was saying, 1471 01:00:30,760 --> 01:00:33,790 zebra, giraffe, lion. 1472 01:00:33,790 --> 01:00:35,980 And it took us a long time to notice 1473 01:00:35,980 --> 01:00:38,730 that we were in different universes, 1474 01:00:38,730 --> 01:00:41,780 that we were never going to snap. 1475 01:00:41,780 --> 01:00:45,300 And then interestingly, when you finally say the same words, 1476 01:00:45,300 --> 01:00:49,500 a lot of people don't snap. 1477 01:00:49,500 --> 01:00:53,090 Their brain cells do not get in the right place. 1478 01:00:53,090 --> 01:00:56,290 So when you play the next round, I 1479 01:00:56,290 --> 01:00:59,868 want you to go back to your original partner. 1480 01:00:59,868 --> 01:01:02,268 And in your deck of cards, you are not 1481 01:01:02,268 --> 01:01:04,660 going to have numbers 1 through 10. 1482 01:01:04,660 --> 01:01:06,440 You are not going to have animals. 1483 01:01:06,440 --> 01:01:10,290 You are going to have words or concepts that you 1484 01:01:10,290 --> 01:01:12,840 associate with the Red Cross. 1485 01:01:12,840 --> 01:01:15,660 [INTERPOSING VOICES] 1486 01:01:17,427 --> 01:01:18,760 PROFESSOR 4: Whatever you want-- 1487 01:01:18,760 --> 01:01:19,426 PROFESSOR 1: OK. 1488 01:01:19,426 --> 01:01:24,286 PROFESSOR 4: --it has to be short, three words or less. 1489 01:01:24,286 --> 01:01:25,280 PROFESSOR 3: OK. 1490 01:01:25,280 --> 01:01:28,262 PROFESSOR 4: And of course, you're trying to snap. 1491 01:01:28,262 --> 01:01:31,741 So you have 10 seconds [INAUDIBLE]. 1492 01:01:31,741 --> 01:01:32,979 PROFESSOR 3: OK, all right. 1493 01:01:32,979 --> 01:01:33,729 PROFESSOR 1: Yeah. 1494 01:01:33,729 --> 01:01:35,220 PROFESSOR 4: [INAUDIBLE]. 1495 01:01:35,220 --> 01:01:36,214 PROFESSOR 1: OK, sure. 1496 01:01:36,214 --> 01:01:40,687 PROFESSOR 4: On your marks, ready, set, go. 1497 01:01:40,687 --> 01:01:44,166 [INTERPOSING VOICES] 1498 01:01:57,024 --> 01:01:58,440 PROFESSOR 3: You want to try this? 1499 01:01:58,440 --> 01:01:59,439 STUDENT 11: [INAUDIBLE]. 1500 01:01:59,439 --> 01:02:00,517 PROFESSOR 3: OK. 1501 01:02:00,517 --> 01:02:01,017 One-- 1502 01:02:01,017 --> 01:02:02,015 STUDENT 11: I don't know anything about Red Cross. 1503 01:02:02,015 --> 01:02:03,511 PROFESSOR 3: Yeah. 1504 01:02:03,511 --> 01:02:04,011 Health. 1505 01:02:04,011 --> 01:02:05,508 STUDENT 11: [INAUDIBLE]. 1506 01:02:05,508 --> 01:02:06,549 PROFESSOR 3: [INAUDIBLE]. 1507 01:02:06,549 --> 01:02:08,002 STUDENT 11: [INAUDIBLE]. 1508 01:02:08,002 --> 01:02:08,502 Red. 1509 01:02:08,502 --> 01:02:10,705 PROFESSOR 3: Beds. 1510 01:02:10,705 --> 01:02:11,496 STUDENT 11: People. 1511 01:02:11,496 --> 01:02:12,784 PROFESSOR 3: People Oh, snap. 1512 01:02:12,784 --> 01:02:13,492 STUDENT 11: Snap. 1513 01:02:13,492 --> 01:02:15,194 You got it. 1514 01:02:15,194 --> 01:02:16,985 PROFESSOR 1: All right, back to the screen. 1515 01:02:16,985 --> 01:02:20,977 PROFESSOR 3: OK, [INAUDIBLE]. 1516 01:02:20,977 --> 01:02:24,470 PROFESSOR 1: All right, back to you, Pablo. 1517 01:02:24,470 --> 01:02:26,466 PROFESSOR 4: OK, thank you all. 1518 01:02:26,466 --> 01:02:29,700 If what usually happens in this game happened 1519 01:02:29,700 --> 01:02:33,206 in the room, first of all, it's even more difficult for people 1520 01:02:33,206 --> 01:02:35,466 to come up with words. 1521 01:02:35,466 --> 01:02:40,776 It's even more difficult to snap And much more 1522 01:02:40,776 --> 01:02:43,560 than before, people are realizing 1523 01:02:43,560 --> 01:02:46,700 in the process of trying to play this game, that they don't 1524 01:02:46,700 --> 01:02:49,414 really know what they think about the subject matter 1525 01:02:49,414 --> 01:02:52,461 we proposed in the third round of the game. 1526 01:02:52,461 --> 01:02:55,560 So what I'm going to invite you to do now 1527 01:02:55,560 --> 01:03:00,350 is very quickly form groups of three. 1528 01:03:00,350 --> 01:03:01,560 Don't start yet. 1529 01:03:01,560 --> 01:03:03,135 Let me finish explain. 1530 01:03:03,135 --> 01:03:08,917 Form groups of three. 1531 01:03:08,917 --> 01:03:09,750 PROFESSOR 1: Oh, no. 1532 01:03:13,600 --> 01:03:17,826 Your audio just cut out and the video just cut out. 1533 01:03:17,826 --> 01:03:18,818 Are you back? 1534 01:03:22,635 --> 01:03:23,760 PROFESSOR 4: I cannot hear. 1535 01:03:23,760 --> 01:03:25,507 PROFESSOR 1: Can you hear us now? 1536 01:03:25,507 --> 01:03:26,840 PROFESSOR 4: OK, now I can hear. 1537 01:03:26,840 --> 01:03:28,550 PROFESSOR 1: Yeah, yeah, the audio just cut out briefly. 1538 01:03:28,550 --> 01:03:29,466 But you're back again. 1539 01:03:32,599 --> 01:03:33,515 PROFESSOR 4: OK, good. 1540 01:03:33,515 --> 01:03:34,931 Now I'm back with audio and video? 1541 01:03:34,931 --> 01:03:36,910 PROFESSOR 1: You're back with audio. 1542 01:03:36,910 --> 01:03:37,840 I don't see the video. 1543 01:03:37,840 --> 01:03:38,930 But I've got the slide up. 1544 01:03:41,960 --> 01:03:46,160 PROFESSOR 4: So let me take video out of there. 1545 01:03:46,160 --> 01:03:51,922 So what we are going to do now, if you can hear me-- 1546 01:03:51,922 --> 01:03:52,630 PROFESSOR 1: Yes. 1547 01:03:52,630 --> 01:03:54,921 PROFESSOR 4: --is to form groups of about three people, 1548 01:03:54,921 --> 01:03:56,550 [INAUDIBLE]. 1549 01:03:56,550 --> 01:04:01,740 And you're going to, as a trio, write four terms, 1550 01:04:01,740 --> 01:04:04,090 four things that you would have wanted to write 1551 01:04:04,090 --> 01:04:07,105 in that last deck of cards. 1552 01:04:07,105 --> 01:04:09,084 Is that clear? 1553 01:04:09,084 --> 01:04:10,566 So it's not about numbers. 1554 01:04:10,566 --> 01:04:11,536 It's not about animals. 1555 01:04:11,536 --> 01:04:13,036 It's about words that are constantly 1556 01:04:13,036 --> 01:04:15,012 associated with the Red Cross. 1557 01:04:15,012 --> 01:04:18,840 Form a trio and write four things that you hope 1558 01:04:18,840 --> 01:04:22,650 would be in the deck of cards so you can try to snap Go. 1559 01:04:22,650 --> 01:04:23,895 You have three minutes. 1560 01:04:23,895 --> 01:04:24,885 PROFESSOR 3: Oh, OK. 1561 01:04:27,860 --> 01:04:29,360 Everyone, gets four cards. 1562 01:04:29,360 --> 01:04:30,870 PROFESSOR 1: Actually, you can just use scrap paper too. 1563 01:04:30,870 --> 01:04:32,750 This is just in case you don't have any. 1564 01:04:32,750 --> 01:04:35,732 [INTERPOSING VOICES] 1565 01:04:37,223 --> 01:04:39,140 PROFESSOR 3: Do you have enough cards? 1566 01:04:39,140 --> 01:04:40,000 I've got a lot. 1567 01:04:40,000 --> 01:04:41,214 I've got another deck here. 1568 01:04:45,300 --> 01:04:47,220 Do you need some more cards? 1569 01:04:47,220 --> 01:04:48,660 There's a pile here. 1570 01:04:48,660 --> 01:04:49,620 STUDENT 12: Thank you. 1571 01:04:49,620 --> 01:04:50,953 PROFESSOR 3: Yeah, there you go. 1572 01:04:50,953 --> 01:04:51,540 Yeah. 1573 01:04:51,540 --> 01:04:53,940 [INTERPOSING VOICES] 1574 01:04:55,380 --> 01:04:57,019 PROFESSOR 3: Extras? 1575 01:04:57,019 --> 01:04:58,060 Everyone has four, right? 1576 01:04:58,060 --> 01:04:59,620 Oh, groups of three. 1577 01:04:59,620 --> 01:05:02,435 [INTERPOSING VOICES] 1578 01:05:05,082 --> 01:05:06,540 PROFESSOR 3: I gave you a few extra 1579 01:05:06,540 --> 01:05:10,822 just in case you make a mistake. 1580 01:05:10,822 --> 01:05:12,280 PROFESSOR 4: Rick, can you hear me? 1581 01:05:12,280 --> 01:05:13,696 PROFESSOR 1: Yeah, I can hear you. 1582 01:05:13,696 --> 01:05:16,352 PROFESSOR 4: OK, so I want you to give them 1583 01:05:16,352 --> 01:05:18,071 no more than 30 seconds left. 1584 01:05:18,071 --> 01:05:18,737 PROFESSOR 1: OK. 1585 01:05:18,737 --> 01:05:21,130 PROFESSOR 4: And let them know that time is running out. 1586 01:05:21,130 --> 01:05:22,796 PROFESSOR 1: All right, 30 seconds left. 1587 01:05:25,616 --> 01:05:28,790 PROFESSOR 4: And then, Rick, what [INAUDIBLE] going? 1588 01:05:28,790 --> 01:05:30,789 PROFESSOR 1: The slide is showing, yeah. 1589 01:05:30,789 --> 01:05:31,580 PROFESSOR 4: Sorry? 1590 01:05:31,580 --> 01:05:33,224 PROFESSOR 1: The slide? 1591 01:05:33,224 --> 01:05:34,625 PROFESSOR 4: No. 1592 01:05:34,625 --> 01:05:38,519 Well, yeah, actually, [INAUDIBLE], no slide yet. 1593 01:05:38,519 --> 01:05:39,185 PROFESSOR 1: OK. 1594 01:05:39,185 --> 01:05:40,276 PROFESSOR 4: It's easier if you just do it. 1595 01:05:40,276 --> 01:05:40,650 PROFESSOR 1: OK. 1596 01:05:40,650 --> 01:05:43,265 PROFESSOR 4: What I want you to do is to pick some trio, 1597 01:05:43,265 --> 01:05:46,618 ask the trio to choose one of the words [INAUDIBLE] 1598 01:05:46,618 --> 01:05:49,740 they have on their cards and invite all the other groups 1599 01:05:49,740 --> 01:05:53,750 to say "snap" if they wrote that exact term. 1600 01:05:53,750 --> 01:05:55,560 PROFESSOR 1: OK, did we get that? 1601 01:05:55,560 --> 01:05:59,900 So one trio come up and give one of your terms. 1602 01:05:59,900 --> 01:06:01,474 Just stand up and start over here. 1603 01:06:01,474 --> 01:06:02,640 So what's one of your terms? 1604 01:06:02,640 --> 01:06:04,040 AUDIENCE: Disaster relief. 1605 01:06:04,040 --> 01:06:05,248 PROFESSOR 1: Disaster relief? 1606 01:06:05,248 --> 01:06:07,320 Snap, snap. 1607 01:06:07,320 --> 01:06:08,505 How many? 1608 01:06:08,505 --> 01:06:09,130 AUDIENCE: Snap. 1609 01:06:09,130 --> 01:06:10,170 PROFESSOR 1: Snap. 1610 01:06:10,170 --> 01:06:10,670 Three. 1611 01:06:10,670 --> 01:06:11,160 So we had four or five. 1612 01:06:11,160 --> 01:06:12,656 PROFESSOR 4: OK, now choose another trio. 1613 01:06:12,656 --> 01:06:13,864 PROFESSOR 1: OK, another one. 1614 01:06:13,864 --> 01:06:16,240 PROFESSOR 4: Another trio to say one of your words. 1615 01:06:16,240 --> 01:06:17,750 PROFESSOR 1: All right, term? 1616 01:06:17,750 --> 01:06:18,607 AUDIENCE: Red. 1617 01:06:18,607 --> 01:06:19,232 AUDIENCE: Snap. 1618 01:06:19,232 --> 01:06:19,726 AUDIENCE: Snap. 1619 01:06:19,726 --> 01:06:20,669 AUDIENCE: [INAUDIBLE]. 1620 01:06:20,669 --> 01:06:21,210 AUDIENCE: Red 1621 01:06:21,210 --> 01:06:21,900 PROFESSOR 1: What was the word? 1622 01:06:21,900 --> 01:06:22,483 AUDIENCE: Red. 1623 01:06:22,483 --> 01:06:23,246 AUDIENCE: Red. 1624 01:06:23,246 --> 01:06:25,640 PROFESSOR 1: Red? 1625 01:06:25,640 --> 01:06:27,200 All right. 1626 01:06:27,200 --> 01:06:29,665 PROFESSOR 4: OK, so do the same with a few more trios, 1627 01:06:29,665 --> 01:06:31,580 maybe three or four more trios. 1628 01:06:31,580 --> 01:06:32,964 PROFESSOR 1: OK. 1629 01:06:32,964 --> 01:06:34,320 AUDIENCE: Blood donations. 1630 01:06:34,320 --> 01:06:35,000 PROFESSOR 1: What's that? 1631 01:06:35,000 --> 01:06:35,650 AUDIENCE: Blood donations. 1632 01:06:35,650 --> 01:06:36,485 PROFESSOR 1: Blood donations. 1633 01:06:36,485 --> 01:06:36,910 AUDIENCE: Snap. 1634 01:06:36,910 --> 01:06:37,377 AUDIENCE: Snap. 1635 01:06:37,377 --> 01:06:38,311 PROFESSOR 1: Snap, snap. 1636 01:06:38,311 --> 01:06:38,935 AUDIENCE: Snap. 1637 01:06:38,935 --> 01:06:40,650 PROFESSOR 1: Snap, snap, snap. 1638 01:06:40,650 --> 01:06:42,824 OK, another trio. 1639 01:06:42,824 --> 01:06:43,708 Yeah. 1640 01:06:43,708 --> 01:06:44,712 AUDIENCE: Aid. 1641 01:06:44,712 --> 01:06:45,420 PROFESSOR 1: Aid? 1642 01:06:45,420 --> 01:06:45,905 AUDIENCE: Snap. 1643 01:06:45,905 --> 01:06:46,530 AUDIENCE: Snap. 1644 01:06:46,530 --> 01:06:49,651 PROFESSOR 1: Snap, snap, snap. 1645 01:06:49,651 --> 01:06:51,140 All right, another one. 1646 01:06:51,140 --> 01:06:52,120 AUDIENCE: CPR. 1647 01:06:52,120 --> 01:06:53,080 PROFESSOR 1: CPR? 1648 01:06:53,080 --> 01:06:55,240 AUDIENCE: Ooh. 1649 01:06:55,240 --> 01:06:56,110 PROFESSOR 1: No CPR? 1650 01:06:56,110 --> 01:06:57,151 PROFESSOR 4: Interesting. 1651 01:06:57,151 --> 01:06:58,608 No snapping with that one, huh? 1652 01:06:58,608 --> 01:06:59,274 PROFESSOR 1: OK. 1653 01:06:59,274 --> 01:07:00,630 PROFESSOR 4: OK. 1654 01:07:00,630 --> 01:07:03,900 So there are two reason why I wanted to do this. 1655 01:07:03,900 --> 01:07:05,620 Thank you all very much. 1656 01:07:05,620 --> 01:07:07,545 If we had the time, we would play this game 1657 01:07:07,545 --> 01:07:09,570 in a version that has winners and losers, where 1658 01:07:09,570 --> 01:07:14,770 we would eliminate the most and the least snaps. 1659 01:07:14,770 --> 01:07:17,035 And the second most and second least snaps 1660 01:07:17,035 --> 01:07:19,350 are the winners, for example. 1661 01:07:19,350 --> 01:07:22,690 So you have to choose which of your cards to say, and so on. 1662 01:07:22,690 --> 01:07:25,310 There are two reasons why I wanted to share this with you. 1663 01:07:25,310 --> 01:07:28,740 One is to re-energize the room and bring it back 1664 01:07:28,740 --> 01:07:30,411 into the game zone. 1665 01:07:30,411 --> 01:07:33,270 And the second one-- it's the flavor of one of the games 1666 01:07:33,270 --> 01:07:36,390 that I hope maybe some you will consider doing. 1667 01:07:36,390 --> 01:07:39,844 When we play this game in the context of [INAUDIBLE], 1668 01:07:39,844 --> 01:07:44,528 for example, we play [INAUDIBLE], 1669 01:07:44,528 --> 01:07:46,860 first with numbers, then with animals, 1670 01:07:46,860 --> 01:07:50,454 and then we with the subject matter of the course, which 1671 01:07:50,454 --> 01:07:51,370 can be climate change. 1672 01:07:51,370 --> 01:07:53,710 It can be humanitarian, law. 1673 01:07:53,710 --> 01:07:55,760 It can be [INAUDIBLE]. 1674 01:07:55,760 --> 01:07:57,702 It can be shelter. 1675 01:07:57,702 --> 01:08:00,370 It can be urban risk. 1676 01:08:00,370 --> 01:08:02,480 And people come up with words. 1677 01:08:02,480 --> 01:08:04,360 And they write them down. 1678 01:08:04,360 --> 01:08:06,745 And we keep those papers. 1679 01:08:06,745 --> 01:08:11,100 And then after [INAUDIBLE], which can be an hour, or a day, 1680 01:08:11,100 --> 01:08:14,690 or a week, we [INAUDIBLE]. 1681 01:08:14,690 --> 01:08:17,709 And we ask them to form different trios 1682 01:08:17,709 --> 01:08:20,850 and to write the words that they [INAUDIBLE]. 1683 01:08:20,850 --> 01:08:24,059 And that collection allows us to compare 1684 01:08:24,059 --> 01:08:28,543 the before and the after on how the thinking changed. 1685 01:08:28,543 --> 01:08:30,209 [INAUDIBLE], did you show the slide that 1686 01:08:30,209 --> 01:08:32,020 has the two printouts? 1687 01:08:32,020 --> 01:08:34,200 PROFESSOR 1: Yeah, I got that. 1688 01:08:34,200 --> 01:08:38,695 PROFESSOR 4: So [INAUDIBLE] and change this here. 1689 01:08:38,695 --> 01:08:41,869 This is where we played about insurance. 1690 01:08:41,869 --> 01:08:44,120 The one on the left was the before. 1691 01:08:44,120 --> 01:08:48,472 And you see [INAUDIBLE] and [INAUDIBLE], premium, accident, 1692 01:08:48,472 --> 01:08:50,270 disaster. 1693 01:08:50,270 --> 01:08:52,680 When we played the game afterwards, 1694 01:08:52,680 --> 01:08:55,359 there were more nuanced terms. 1695 01:08:55,359 --> 01:08:57,960 There was [INAUDIBLE] collected. 1696 01:08:57,960 --> 01:08:59,089 There was buffered. 1697 01:08:59,089 --> 01:09:00,609 There was future. 1698 01:09:00,609 --> 01:09:01,540 There was return. 1699 01:09:01,540 --> 01:09:03,950 There was long term. 1700 01:09:03,950 --> 01:09:05,620 And this was very difficult for us 1701 01:09:05,620 --> 01:09:11,750 to see how the thinking changed as a result of the session. 1702 01:09:11,750 --> 01:09:17,939 So moving on to the next slide that says choices for your game 1703 01:09:17,939 --> 01:09:21,170 project, these are the six choices 1704 01:09:21,170 --> 01:09:24,859 that I want to make available to you. 1705 01:09:24,859 --> 01:09:29,245 The zero one is to create a digital version 1706 01:09:29,245 --> 01:09:35,979 of the game that could be played along the lines of what you 1707 01:09:35,979 --> 01:09:38,970 just did, but for us an accelerated collection of data, 1708 01:09:38,970 --> 01:09:42,240 so that everyone can see at the same time what just happened. 1709 01:09:42,240 --> 01:09:44,689 I'll explain it more later. 1710 01:09:44,689 --> 01:09:47,960 Then in the list, you see UNICEF Ghana. 1711 01:09:47,960 --> 01:09:51,430 And this is about cholera, a waterborne disease 1712 01:09:51,430 --> 01:09:53,955 that is very tough. 1713 01:09:53,955 --> 01:09:59,420 And invite two groups if possible to take this one, 1714 01:09:59,420 --> 01:10:01,410 because it's an important one to us. 1715 01:10:01,410 --> 01:10:03,936 And it's about helping schoolchildren in West Africa 1716 01:10:03,936 --> 01:10:06,726 to manage health risks. 1717 01:10:06,726 --> 01:10:12,870 The next one is about linking early warning forecasts 1718 01:10:12,870 --> 01:10:17,700 with early action, decisions that can help save lives. 1719 01:10:17,700 --> 01:10:21,680 Since it is 75 in Boston or Cambridge today, 1720 01:10:21,680 --> 01:10:25,236 we thought it would be relevant to say that we 1721 01:10:25,236 --> 01:10:27,070 wanted to focus on heat waves. 1722 01:10:27,070 --> 01:10:28,696 We could make it about hurricanes. 1723 01:10:28,696 --> 01:10:31,315 We could make it about volcanic eruptions. 1724 01:10:31,315 --> 01:10:33,130 We could make it about many things. 1725 01:10:33,130 --> 01:10:36,317 But we invite heat waves, because there are a few reasons 1726 01:10:36,317 --> 01:10:40,120 that make it useful to us. 1727 01:10:40,120 --> 01:10:45,050 The next one is perhaps the most challenging one intellectually. 1728 01:10:45,050 --> 01:10:47,040 It's about new funding mechanisms 1729 01:10:47,040 --> 01:10:48,724 for disaster preparedness. 1730 01:10:48,724 --> 01:10:50,250 I will explain this. 1731 01:10:50,250 --> 01:10:54,305 We call it forecast-based financing, or FBF. 1732 01:10:54,305 --> 01:10:59,480 And it's the one that has the most potential to transform 1733 01:10:59,480 --> 01:11:02,445 the humanitarian world. 1734 01:11:02,445 --> 01:11:05,600 The fourth one is Ebola. 1735 01:11:05,600 --> 01:11:08,170 As you can imagine, this is a very challenging time 1736 01:11:08,170 --> 01:11:09,570 for my colleagues. 1737 01:11:09,570 --> 01:11:12,400 And maybe some of you can give a hand. 1738 01:11:12,400 --> 01:11:17,030 And the last one involves adaptation to climate change. 1739 01:11:17,030 --> 01:11:21,070 I think you may have met [INAUDIBLE], my partner. 1740 01:11:21,070 --> 01:11:25,035 He designed [INAUDIBLE] project for an organization 1741 01:11:25,035 --> 01:11:28,186 called Plan International, focused on work with children 1742 01:11:28,186 --> 01:11:29,830 [INAUDIBLE]. 1743 01:11:29,830 --> 01:11:34,710 So moving on to the next slide, before we 1744 01:11:34,710 --> 01:11:37,780 go into the details of each one of those potential topics, 1745 01:11:37,780 --> 01:11:39,320 I wanted to show you some thoughts 1746 01:11:39,320 --> 01:11:42,290 about why digital games for these things. 1747 01:11:42,290 --> 01:11:48,610 As you remember, hopefully, from the previous visit to MIT, 1748 01:11:48,610 --> 01:11:51,690 the vast majority of our games have been non-digital. 1749 01:11:51,690 --> 01:11:54,480 We've played them face to face. 1750 01:11:54,480 --> 01:11:57,970 They have been very good for what thew were intended to do. 1751 01:11:57,970 --> 01:12:01,030 But they were reaching a very small group of people, only 1752 01:12:01,030 --> 01:12:03,460 those who were here. 1753 01:12:03,460 --> 01:12:06,300 Recently, we designed-- or recently collaborated 1754 01:12:06,300 --> 01:12:10,250 in the design of our first digital game that 1755 01:12:10,250 --> 01:12:14,080 was to be used in a MOOC with [INAUDIBLE]. 1756 01:12:14,080 --> 01:12:18,370 And it reached 35,000 people, which I'm pretty sure 1757 01:12:18,370 --> 01:12:20,865 has doubled the number of people that, 1758 01:12:20,865 --> 01:12:22,615 since the beginning of my work with games, 1759 01:12:22,615 --> 01:12:24,925 have been playing games that are non-digital. 1760 01:12:24,925 --> 01:12:30,422 There's clearly [INAUDIBLE] to many, many people. 1761 01:12:30,422 --> 01:12:34,970 And we're thinking of Red Cross staff, colleagues of mine who 1762 01:12:34,970 --> 01:12:40,130 have a job, because this is their managers, [INAUDIBLE], 1763 01:12:40,130 --> 01:12:41,144 whatever it may be. 1764 01:12:41,144 --> 01:12:42,560 There's also Red Cross volunteers, 1765 01:12:42,560 --> 01:12:45,495 people who are not paid [INAUDIBLE] some work. 1766 01:12:45,495 --> 01:12:47,718 It could be digital games that people 1767 01:12:47,718 --> 01:12:49,593 at risk, people who would make some decisions 1768 01:12:49,593 --> 01:12:53,170 to save their lives or save the lives of their neighbors. 1769 01:12:53,170 --> 01:12:56,190 It could be about youth and the schoolchildren, 1770 01:12:56,190 --> 01:13:00,410 who maybe don't know something could learn through a game, 1771 01:13:00,410 --> 01:13:04,682 or had a [INAUDIBLE] that could inspire through digital games. 1772 01:13:04,682 --> 01:13:07,810 And there's also the bigger interpretations, especially 1773 01:13:07,810 --> 01:13:12,760 now in a time where there's crowd funding, 1774 01:13:12,760 --> 01:13:16,180 there is people who have the ability 1775 01:13:16,180 --> 01:13:19,060 to act in [INAUDIBLE] number of little things 1776 01:13:19,060 --> 01:13:21,322 and make them bigger. 1777 01:13:21,322 --> 01:13:25,950 [INAUDIBLE] is that games, including 1778 01:13:25,950 --> 01:13:30,060 digital games and [INAUDIBLE] of the many ingredients 1779 01:13:30,060 --> 01:13:33,230 needed to support a bigger change. 1780 01:13:33,230 --> 01:13:35,070 We are not widely optimistic. 1781 01:13:35,070 --> 01:13:38,880 It's not that we believe that someone lives 1782 01:13:38,880 --> 01:13:40,490 their life in a certain way, and then 1783 01:13:40,490 --> 01:13:43,074 they play a game, and boom, they're a different person, 1784 01:13:43,074 --> 01:13:44,739 and they change their behavior. 1785 01:13:44,739 --> 01:13:45,655 Maybe that can happen. 1786 01:13:45,655 --> 01:13:49,000 But we are aware that it takes more than a simple game 1787 01:13:49,000 --> 01:13:51,255 to play to change minds. 1788 01:13:51,255 --> 01:13:55,640 But we believe that games can help invite people 1789 01:13:55,640 --> 01:13:57,860 to change behavior [INAUDIBLE]. 1790 01:13:57,860 --> 01:13:59,640 It can be about creating awareness. 1791 01:13:59,640 --> 01:14:02,075 It can be about engaging their desire, 1792 01:14:02,075 --> 01:14:03,810 their want to learn more. 1793 01:14:03,810 --> 01:14:06,842 It can be about a way give them interest, the appetite. 1794 01:14:06,842 --> 01:14:09,360 Or it can be about inspiring people 1795 01:14:09,360 --> 01:14:12,327 to take something that [INAUDIBLE] they already do 1796 01:14:12,327 --> 01:14:16,420 and put it into motion, [INAUDIBLE]. 1797 01:14:16,420 --> 01:14:22,905 Importantly, because of [INAUDIBLE]-- sorry-- 1798 01:14:22,905 --> 01:14:25,240 last bullet. 1799 01:14:25,240 --> 01:14:28,640 There's so much hope in digital technology, 1800 01:14:28,640 --> 01:14:31,550 in people who can program, in people 1801 01:14:31,550 --> 01:14:34,550 who have cell phones and [INAUDIBLE] Africa. 1802 01:14:34,550 --> 01:14:37,290 And we see a lot of room for growth 1803 01:14:37,290 --> 01:14:40,990 within our team designing and deploying digital games, 1804 01:14:40,990 --> 01:14:43,367 particularly with UNICEF, but also 1805 01:14:43,367 --> 01:14:47,930 with many examples of organizations [INAUDIBLE]. 1806 01:14:47,930 --> 01:14:54,620 So moving on, I should probably come to the next one. 1807 01:14:54,620 --> 01:14:58,329 Rick, would you like to either inject anything or invite 1808 01:14:58,329 --> 01:14:59,870 questions at this stage before moving 1809 01:14:59,870 --> 01:15:01,450 to the details of each game? 1810 01:15:01,450 --> 01:15:02,200 PROFESSOR 1: Sure. 1811 01:15:02,200 --> 01:15:04,250 So yeah, are there questions about the target audience 1812 01:15:04,250 --> 01:15:06,554 or the reasons for digital games before we move on? 1813 01:15:10,170 --> 01:15:11,658 Yeah, one question? 1814 01:15:11,658 --> 01:15:13,610 AUDIENCE: Will we be able to play test 1815 01:15:13,610 --> 01:15:15,329 with our target audience? 1816 01:15:15,329 --> 01:15:17,620 PROFESSOR 1: So play testing with the target audience-- 1817 01:15:17,620 --> 01:15:19,780 are any of these folks in the Boston area 1818 01:15:19,780 --> 01:15:23,290 that we could invite in for a play test session? 1819 01:15:23,290 --> 01:15:26,168 PROFESSOR 4: Almost certainly not. 1820 01:15:26,168 --> 01:15:30,340 So what we can do is to play the games with people 1821 01:15:30,340 --> 01:15:32,960 who are as close as we can get. 1822 01:15:32,960 --> 01:15:35,737 So you know, schoolchildren [INAUDIBLE], most of them 1823 01:15:35,737 --> 01:15:38,620 are different from children in West Africa. 1824 01:15:38,620 --> 01:15:41,380 But I imagine that [INAUDIBLE]. 1825 01:15:41,380 --> 01:15:45,540 There are a lot [INAUDIBLE] prototype for Ghana 1826 01:15:45,540 --> 01:15:49,923 if you play it with children in Cambridge or [INAUDIBLE]. 1827 01:15:49,923 --> 01:15:50,890 PROFESSOR 1: OK. 1828 01:15:50,890 --> 01:15:53,745 PROFESSOR 4: Having said that, I may be able to get colleagues 1829 01:15:53,745 --> 01:15:58,630 in developing countries to download your code 1830 01:15:58,630 --> 01:16:02,680 and play in [INAUDIBLE]. 1831 01:16:02,680 --> 01:16:05,725 So [INAUDIBLE] on the possibility for play 1832 01:16:05,725 --> 01:16:07,365 test with the target audience. 1833 01:16:07,365 --> 01:16:10,215 But it is in the nature of this work 1834 01:16:10,215 --> 01:16:13,980 to work for the benefit of developing countries. 1835 01:16:13,980 --> 01:16:16,950 So we'll have to accept that there 1836 01:16:16,950 --> 01:16:20,060 is going to be a limited ability to play test. 1837 01:16:20,060 --> 01:16:24,090 And that's something that can happen in the early phases 1838 01:16:24,090 --> 01:16:25,980 of the project design. 1839 01:16:25,980 --> 01:16:27,536 Basically, we could do it if you had 1840 01:16:27,536 --> 01:16:30,060 the budget for a planet ticket. 1841 01:16:30,060 --> 01:16:32,694 And it might be hard. 1842 01:16:32,694 --> 01:16:34,610 PROFESSOR 1: Was there another question I saw? 1843 01:16:34,610 --> 01:16:35,353 Yeah. 1844 01:16:35,353 --> 01:16:36,769 AUDIENCE: Are you envisioning this 1845 01:16:36,769 --> 01:16:39,201 being used as a one on one thing, where 1846 01:16:39,201 --> 01:16:40,492 one person is playing the game? 1847 01:16:40,492 --> 01:16:41,938 Or are you envisioning this being 1848 01:16:41,938 --> 01:16:44,348 used as sort of an alternative to a presentation, 1849 01:16:44,348 --> 01:16:47,240 similar to the games that we've seen here. 1850 01:16:47,240 --> 01:16:50,370 PROFESSOR 4: Yeah, it depends on the game. 1851 01:16:50,370 --> 01:16:56,425 Generally speaking, mostly because of the [INAUDIBLE] 1852 01:16:56,425 --> 01:17:01,800 in your ability to spend student time on both the games, 1853 01:17:01,800 --> 01:17:05,740 we are sticking to ideas that can be implemented for one 1854 01:17:05,740 --> 01:17:09,510 player with one computer or one device, [INAUDIBLE]-- 1855 01:17:09,510 --> 01:17:10,260 PROFESSOR 1: Yeah. 1856 01:17:10,260 --> 01:17:13,180 PROFESSOR 4: --which can happen in the house, 1857 01:17:13,180 --> 01:17:16,265 happen in the street when they're waiting for the bus. 1858 01:17:16,265 --> 01:17:19,410 Or it can happen in a group, in the context of a [INAUDIBLE]. 1859 01:17:19,410 --> 01:17:22,790 But we decided to [INAUDIBLE] multiplayer variable 1860 01:17:22,790 --> 01:17:24,920 for more sophisticated endeavors. 1861 01:17:24,920 --> 01:17:25,670 PROFESSOR 1: Yeah. 1862 01:17:25,670 --> 01:17:29,290 So yeah, when I talk further about the constraints 1863 01:17:29,290 --> 01:17:32,975 on Monday, I'll be mentioning that you 1864 01:17:32,975 --> 01:17:34,850 could do a single player or multiplayer game. 1865 01:17:34,850 --> 01:17:37,035 But it will be a single device, no networking. 1866 01:17:37,035 --> 01:17:40,690 And we are asking you to think about the spectator experience. 1867 01:17:40,690 --> 01:17:43,190 So what does it look like to be looking over the shoulder? 1868 01:17:43,190 --> 01:17:45,481 What does it look like to be looking down on the table, 1869 01:17:45,481 --> 01:17:47,420 if it's an iPad game or a tablet game? 1870 01:17:47,420 --> 01:17:49,130 What does it like if somebody's playing 1871 01:17:49,130 --> 01:17:51,820 the game on a screen like this? 1872 01:17:51,820 --> 01:17:52,930 Consider one of those. 1873 01:17:52,930 --> 01:17:55,520 And design it towards one of those. 1874 01:17:55,520 --> 01:17:56,020 Yeah? 1875 01:17:56,020 --> 01:17:59,331 AUDIENCE: So by schoolchildren, is this elementary, middle, 1876 01:17:59,331 --> 01:18:00,277 or high school? 1877 01:18:00,277 --> 01:18:03,590 And also, can we assume they speak English? 1878 01:18:03,590 --> 01:18:05,080 PROFESSOR 1: So for schoolchildren, 1879 01:18:05,080 --> 01:18:08,310 is there a particular age range, elementary, middle, or high? 1880 01:18:08,310 --> 01:18:12,052 And is there an English language assumption going on? 1881 01:18:12,052 --> 01:18:12,760 PROFESSOR 4: Yes. 1882 01:18:12,760 --> 01:18:14,470 So yes to English. 1883 01:18:14,470 --> 01:18:17,910 And it will be [INAUDIBLE] official language 1884 01:18:17,910 --> 01:18:18,840 is [INAUDIBLE]. 1885 01:18:18,840 --> 01:18:22,990 So children go to school and learn at some age. 1886 01:18:22,990 --> 01:18:25,700 And different products have different age ranges. 1887 01:18:25,700 --> 01:18:30,210 But generally speaking, it's roughly the ones 1888 01:18:30,210 --> 01:18:34,050 that are schoolchildren are not [INAUDIBLE]. 1889 01:18:34,050 --> 01:18:37,320 So we'll get to that in the details for each game. 1890 01:18:37,320 --> 01:18:38,810 PROFESSOR 1: OK. 1891 01:18:38,810 --> 01:18:40,546 PROFESSOR 4: So moving on, if you 1892 01:18:40,546 --> 01:18:43,010 want to press the slide for the [INAUDIBLE]. 1893 01:18:43,010 --> 01:18:43,760 PROFESSOR 1: Yeah. 1894 01:18:43,760 --> 01:18:45,720 PROFESSOR 4: Thumbs up. 1895 01:18:45,720 --> 01:18:46,604 PROFESSOR 1: Yeah. 1896 01:18:46,604 --> 01:18:48,020 PROFESSOR 4: Those of you who were 1897 01:18:48,020 --> 01:18:50,130 at the game's initial [INAUDIBLE] 1898 01:18:50,130 --> 01:18:52,928 may remember the game where you all standing, and there 1899 01:18:52,928 --> 01:18:55,502 was a die, [INAUDIBLE]. 1900 01:18:55,502 --> 01:18:58,746 And if there was a 6, you had to do the umbrella. 1901 01:18:58,746 --> 01:19:02,030 Otherwise, you had to do thumbs up. 1902 01:19:02,030 --> 01:19:07,740 Or if you push again, [INAUDIBLE] sitting [INAUDIBLE] 1903 01:19:07,740 --> 01:19:11,200 on the cement, and [INAUDIBLE]. 1904 01:19:11,200 --> 01:19:12,200 PROFESSOR 1: Yes. 1905 01:19:12,200 --> 01:19:17,100 PROFESSOR 4: Those are the two basic [INAUDIBLE] that we 1906 01:19:17,100 --> 01:19:20,140 generally remember things. 1907 01:19:20,140 --> 01:19:24,111 You either do the usual, or do something new. 1908 01:19:24,111 --> 01:19:27,380 And what we want is to [INAUDIBLE] 1909 01:19:27,380 --> 01:19:32,596 a player the idea that you can't make wrong decisions 1910 01:19:32,596 --> 01:19:34,450 without negative consequences. 1911 01:19:34,450 --> 01:19:38,348 But it's really hard to know whether the decision is 1912 01:19:38,348 --> 01:19:40,910 the right one or the wrong one before the disaster 1913 01:19:40,910 --> 01:19:42,807 [INAUDIBLE]. 1914 01:19:42,807 --> 01:19:48,500 [INAUDIBLE] most of you in the process of designing games 1915 01:19:48,500 --> 01:19:54,090 will digitally incarnate some form of mechanic 1916 01:19:54,090 --> 01:19:55,380 that [INAUDIBLE] that. 1917 01:19:55,380 --> 01:19:59,160 The player is going to say, do I do the usual thumbs up 1918 01:19:59,160 --> 01:20:02,820 or do I start [INAUDIBLE] the umbrella. 1919 01:20:02,820 --> 01:20:04,340 It will depend, of course. 1920 01:20:04,340 --> 01:20:09,950 If it's a game about health, an umbrella won't be it, right? 1921 01:20:09,950 --> 01:20:11,254 It will be some other image. 1922 01:20:11,254 --> 01:20:12,170 But you get the point. 1923 01:20:12,170 --> 01:20:15,920 It's about the repetitive act. 1924 01:20:15,920 --> 01:20:20,860 The next slide, which I also showed the previous group, 1925 01:20:20,860 --> 01:20:23,070 this is more what we want. 1926 01:20:23,070 --> 01:20:27,830 We want players to experience an aha moment, 1927 01:20:27,830 --> 01:20:33,325 a moment of discovery that is the result of the process where 1928 01:20:33,325 --> 01:20:38,816 they go though some not knowing what the next choice is. 1929 01:20:38,816 --> 01:20:40,380 Otherwise, it would be too obvious. 1930 01:20:40,380 --> 01:20:41,890 It would be [INAUDIBLE]. 1931 01:20:41,890 --> 01:20:44,560 And [INAUDIBLE]. 1932 01:20:44,560 --> 01:20:47,590 So good luck to all of you in coming up with an [INAUDIBLE] 1933 01:20:47,590 --> 01:20:53,480 balance because huh and aha. 1934 01:20:53,480 --> 01:20:55,708 So moving on to the next one, this 1935 01:20:55,708 --> 01:21:00,292 is about the first [INAUDIBLE]. 1936 01:21:00,292 --> 01:21:05,083 It is in the context of this game that you just played. 1937 01:21:05,083 --> 01:21:07,440 As I mentioned, when we played with 200 people, 1938 01:21:07,440 --> 01:21:11,570 we can very quickly match all the cards [INAUDIBLE] 1939 01:21:11,570 --> 01:21:12,770 by groups of three. 1940 01:21:12,770 --> 01:21:16,110 And we can quickly enter them into a computer connected 1941 01:21:16,110 --> 01:21:18,945 to internet, [INAUDIBLE] before and after, 1942 01:21:18,945 --> 01:21:22,590 so people can see at the end of the workshop 1943 01:21:22,590 --> 01:21:26,110 how their own thinking has changed. 1944 01:21:26,110 --> 01:21:29,285 Now, when we went through the activity of Rick 1945 01:21:29,285 --> 01:21:31,710 pointing to a geometric, choosing a word 1946 01:21:31,710 --> 01:21:35,550 like [INAUDIBLE], and other people saying [INAUDIBLE]. 1947 01:21:35,550 --> 01:21:38,185 If you have 50 people in the room, 1948 01:21:38,185 --> 01:21:41,220 it becomes much more difficult. Because if you're doing 1949 01:21:41,220 --> 01:21:43,750 [INAUDIBLE], it becomes boring. 1950 01:21:43,750 --> 01:21:49,770 So what I ask you to consider is to create a digital tool that 1951 01:21:49,770 --> 01:21:55,875 can be embedded or utilized or employed to [INAUDIBLE], 1952 01:21:55,875 --> 01:21:59,210 so that we can collect and process information 1953 01:21:59,210 --> 01:22:00,800 of what people are thinking. 1954 01:22:00,800 --> 01:22:04,030 So you'll be face to face, just like you were then. 1955 01:22:04,030 --> 01:22:06,940 But I imagine that your interface, this could be made 1956 01:22:06,940 --> 01:22:10,850 with 3,000 people [INAUDIBLE]. 1957 01:22:10,850 --> 01:22:14,300 And then each [INAUDIBLE] works. 1958 01:22:14,300 --> 01:22:16,760 And there's some game mechanic that 1959 01:22:16,760 --> 01:22:20,740 creates an incentive and pitches [INAUDIBLE] at least 1960 01:22:20,740 --> 01:22:22,550 [INAUDIBLE] of the time that helps 1961 01:22:22,550 --> 01:22:24,400 people visualize their result. 1962 01:22:24,400 --> 01:22:26,870 And that helps make them analyze the data, 1963 01:22:26,870 --> 01:22:30,780 to assess the input to monitor or to evaluate, and eventually 1964 01:22:30,780 --> 01:22:33,910 to [INAUDIBLE] this animation of this [INAUDIBLE] concepting. 1965 01:22:33,910 --> 01:22:37,696 But folks, you have no idea how much [INAUDIBLE] 1966 01:22:37,696 --> 01:22:40,630 was shouting at the first round. 1967 01:22:40,630 --> 01:22:41,130 [INAUDIBLE] 1968 01:22:41,130 --> 01:22:43,316 And you were so energized. 1969 01:22:43,316 --> 01:22:44,540 That's great. 1970 01:22:44,540 --> 01:22:45,870 We love that. 1971 01:22:45,870 --> 01:22:48,035 But we need to channel that so it becomes 1972 01:22:48,035 --> 01:22:51,490 more useful to the subject. 1973 01:22:51,490 --> 01:22:56,417 So the chances [INAUDIBLE], if you deliver something, and gain 1974 01:22:56,417 --> 01:22:59,370 a product life that works, it's near guaranteed 1975 01:22:59,370 --> 01:23:01,330 that we will use it. 1976 01:23:01,330 --> 01:23:03,925 If your tool helps us collect information 1977 01:23:03,925 --> 01:23:09,374 in a somewhat playful way, and share it, and think about it, 1978 01:23:09,374 --> 01:23:10,290 we're going to use it. 1979 01:23:10,290 --> 01:23:12,330 And we're going to use it in five continents, 1980 01:23:12,330 --> 01:23:15,470 starting the day after you [INAUDIBLE]. 1981 01:23:15,470 --> 01:23:17,710 And there are researchers for this. 1982 01:23:17,710 --> 01:23:20,640 There are documents that cover [INAUDIBLE] 1983 01:23:20,640 --> 01:23:22,749 called data [INAUDIBLE] initiative. 1984 01:23:22,749 --> 01:23:24,790 And you can also consult with me and [INAUDIBLE]. 1985 01:23:24,790 --> 01:23:26,975 I should be here some of the time if you 1986 01:23:26,975 --> 01:23:29,464 have any questions about it. 1987 01:23:29,464 --> 01:23:33,768 [INAUDIBLE] like what we did for a tool similar to this one. 1988 01:23:39,060 --> 01:23:40,900 PROFESSOR 1: Was that a question? 1989 01:23:40,900 --> 01:23:42,380 PROFESSOR 4: I asked if you prefer 1990 01:23:42,380 --> 01:23:46,830 that we move on to the next game idea, or if we pause 1991 01:23:46,830 --> 01:23:48,480 and invite for questions. 1992 01:23:48,480 --> 01:23:50,730 PROFESSOR 1: Yeah, let's do questions after each idea, 1993 01:23:50,730 --> 01:23:52,330 just really briefly. 1994 01:23:52,330 --> 01:23:55,680 So any questions about this game? 1995 01:23:55,680 --> 01:23:56,310 Yeah? 1996 01:23:56,310 --> 01:23:58,685 AUDIENCE: I thought we were not supposed to make anything 1997 01:23:58,685 --> 01:24:00,120 that has to do with a network. 1998 01:24:00,120 --> 01:24:00,380 PROFESSOR 1: Yes. 1999 01:24:00,380 --> 01:24:01,963 So in this game, there is a little bit 2000 01:24:01,963 --> 01:24:03,540 a networking going on. 2001 01:24:03,540 --> 01:24:05,697 If you were to do this game, it would 2002 01:24:05,697 --> 01:24:07,780 mean it's not a multiplayer networking experience. 2003 01:24:07,780 --> 01:24:11,371 But you are transmitting data to some kind of server. 2004 01:24:11,371 --> 01:24:12,870 So that's where this one gets hairy. 2005 01:24:15,241 --> 01:24:17,240 It looks like a simple design, but it's actually 2006 01:24:17,240 --> 01:24:20,390 a bigger-- there's a bigger back end to this one. 2007 01:24:20,390 --> 01:24:23,350 PROFESSOR 3: This is possibly, just by looking at it fully, 2008 01:24:23,350 --> 01:24:27,220 it's possibly, technically, the most difficult one. 2009 01:24:27,220 --> 01:24:30,720 Because it looks like it's still a networking game, 2010 01:24:30,720 --> 01:24:33,020 even though we are encouraging you to do 2011 01:24:33,020 --> 01:24:37,540 single players, single device. 2012 01:24:37,540 --> 01:24:40,270 PROFESSOR 1: And designing for touch is very difficult too. 2013 01:24:40,270 --> 01:24:43,420 It just kind of it gets big. 2014 01:24:43,420 --> 01:24:45,580 Any other questions? 2015 01:24:45,580 --> 01:24:48,280 PROFESSOR 3: There probably is a middle ground 2016 01:24:48,280 --> 01:24:51,130 where you can think of, all right, what 2017 01:24:51,130 --> 01:24:53,770 can be done with a single computer that would still 2018 01:24:53,770 --> 01:24:55,920 make it easier for someone like Pablo 2019 01:24:55,920 --> 01:24:59,590 to be able to run this in a workshop, for instance. 2020 01:24:59,590 --> 01:25:01,630 Even just making his job slightly easier. 2021 01:25:01,630 --> 01:25:06,360 Remember, we just played this game with imaginary things. 2022 01:25:06,360 --> 01:25:10,430 What can we do that doesn't required 2023 01:25:10,430 --> 01:25:12,940 the players to have a device, but speeds up 2024 01:25:12,940 --> 01:25:15,370 the process from a central computer 2025 01:25:15,370 --> 01:25:19,095 to be able to say collective data? 2026 01:25:19,095 --> 01:25:20,720 I don't know what that would look like. 2027 01:25:20,720 --> 01:25:22,928 That would be more of a design challenge, rather than 2028 01:25:22,928 --> 01:25:27,420 a technical challenge, but possibly more feasible 2029 01:25:27,420 --> 01:25:30,700 for the size of this class. 2030 01:25:30,700 --> 01:25:35,230 PROFESSOR 4: [INAUDIBLE] the results 2031 01:25:35,230 --> 01:25:38,080 are shared in real time. 2032 01:25:38,080 --> 01:25:40,560 But if people have a cell phone, they 2033 01:25:40,560 --> 01:25:44,105 can just send an email to the words to some address. 2034 01:25:44,105 --> 01:25:48,490 And then some [INAUDIBLE] someone 2035 01:25:48,490 --> 01:25:51,526 punched buttons these skills then. [INAUDIBLE]. 2036 01:25:56,220 --> 01:26:00,490 Write down [INAUDIBLE] we don't understand the [INAUDIBLE]. 2037 01:26:00,490 --> 01:26:03,393 So as it was said before, anything [INAUDIBLE] that you 2038 01:26:03,393 --> 01:26:06,240 may have to an [INAUDIBLE] experience, 2039 01:26:06,240 --> 01:26:09,750 our to improve a [INAUDIBLE], would be appreciated. 2040 01:26:09,750 --> 01:26:12,342 If no group chooses this one, no problem. 2041 01:26:14,769 --> 01:26:16,060 PROFESSOR 1: So let's move one. 2042 01:26:16,060 --> 01:26:18,750 Actually Pablo, can you turn off the screen sharing. 2043 01:26:18,750 --> 01:26:20,540 Maybe that will speed up the-- 2044 01:26:20,540 --> 01:26:23,060 PROFESSOR 4: Oh, I wasn't aware that I wasn't sharing. 2045 01:26:23,060 --> 01:26:25,600 PROFESSOR 1: Yeah, I just noticed it too. 2046 01:26:25,600 --> 01:26:27,410 PROFESSOR 4: Here it says I am not sharing. 2047 01:26:27,410 --> 01:26:29,154 Weird. 2048 01:26:29,154 --> 01:26:30,570 Let me go to this. 2049 01:26:33,402 --> 01:26:35,040 Stop sharing screen, good. 2050 01:26:35,040 --> 01:26:36,310 PROFESSOR 1: There we go. 2051 01:26:36,310 --> 01:26:38,390 So let's go to the next one. 2052 01:26:38,390 --> 01:26:41,610 PROFESSOR 4: The next one is the important one. 2053 01:26:41,610 --> 01:26:45,533 It's the UNICEF Ghana. 2054 01:26:45,533 --> 01:26:50,000 UNICEF is the most loved UN agency. 2055 01:26:53,020 --> 01:26:55,755 Well, I don't have [INAUDIBLE]. 2056 01:26:55,755 --> 01:26:59,310 Generally speaking, it's fun for a very well [INAUDIBLE] agency. 2057 01:26:59,310 --> 01:27:02,547 It works with children and education 2058 01:27:02,547 --> 01:27:06,210 and it does very good [INAUDIBLE] work. 2059 01:27:06,210 --> 01:27:09,058 And the team in Ghana has decided 2060 01:27:09,058 --> 01:27:10,990 to reach out to [INAUDIBLE]. 2061 01:27:10,990 --> 01:27:13,600 Originally it was in the context of cholera. 2062 01:27:13,600 --> 01:27:18,700 But they also have some money for Ebola and cholera. 2063 01:27:18,700 --> 01:27:22,110 And they want us to design games for school children 2064 01:27:22,110 --> 01:27:25,230 that would help them becoming familiar 2065 01:27:25,230 --> 01:27:28,265 with an improvement instrument of risks [INAUDIBLE]. 2066 01:27:31,620 --> 01:27:32,990 I have no contract yet. 2067 01:27:32,990 --> 01:27:35,660 But it's very likely that this relationship 2068 01:27:35,660 --> 01:27:39,450 will grow, and will grow in time, and will grow in size, 2069 01:27:39,450 --> 01:27:44,160 and will be able to get into the digital very soon. 2070 01:27:44,160 --> 01:27:49,590 So the context is that cholera is a waterborne disease 2071 01:27:49,590 --> 01:27:53,881 and is on the rise, in part because of [INAUDIBLE], in part 2072 01:27:53,881 --> 01:27:55,829 because of the organization, in part 2073 01:27:55,829 --> 01:27:59,320 because of the changing character of flooding, 2074 01:27:59,320 --> 01:28:01,600 access to water, and so on. 2075 01:28:01,600 --> 01:28:09,230 It's almost [INAUDIBLE] risk of getting cholera in countries 2076 01:28:09,230 --> 01:28:11,620 that the disease is epidemic. 2077 01:28:11,620 --> 01:28:15,270 There are [INAUDIBLE] million cases every year. 2078 01:28:15,270 --> 01:28:18,960 And if you've never experienced it, I can assure you, 2079 01:28:18,960 --> 01:28:22,120 it leads to a very miserable experience. 2080 01:28:22,120 --> 01:28:24,250 It's a [INAUDIBLE] disease. 2081 01:28:24,250 --> 01:28:27,400 And of course it changes from one year to the next. 2082 01:28:27,400 --> 01:28:32,892 But there's 100,000 people dying out of cholera every year. 2083 01:28:32,892 --> 01:28:35,280 And that's not good. 2084 01:28:35,280 --> 01:28:37,580 And importantly, many of those deaths 2085 01:28:37,580 --> 01:28:41,810 are avoidable if certain measures are taken. 2086 01:28:41,810 --> 01:28:44,700 Some of those measures are difficult. For example, 2087 01:28:44,700 --> 01:28:46,692 providing clean water [INAUDIBLE]-- 2088 01:28:46,692 --> 01:28:49,994 that is not something you can do in five minutes. 2089 01:28:49,994 --> 01:28:54,270 But other things are important and manageable. 2090 01:28:54,270 --> 01:28:57,040 For example, how [INAUDIBLE] and protection 2091 01:28:57,040 --> 01:29:00,300 of water sources, or basic hygiene and using soap-- 2092 01:29:00,300 --> 01:29:02,140 many of those are simple. 2093 01:29:02,140 --> 01:29:04,300 So we have a money project-- work 2094 01:29:04,300 --> 01:29:07,060 with some children in Ghana. 2095 01:29:07,060 --> 01:29:14,050 Rick will have all details of the project and description. 2096 01:29:14,050 --> 01:29:17,470 The purpose is to help reduce the risk of waterborne disease, 2097 01:29:17,470 --> 01:29:19,456 in particular, cholera. 2098 01:29:19,456 --> 01:29:24,580 The chances of risk are very likely [INAUDIBLE] 2099 01:29:24,580 --> 01:29:26,670 something to be further developed. 2100 01:29:26,670 --> 01:29:29,440 I would be very surprised between and December 2101 01:29:29,440 --> 01:29:32,170 if [INAUDIBLE] something [INAUDIBLE] 2102 01:29:32,170 --> 01:29:34,240 thousands and thousands of children. 2103 01:29:34,240 --> 01:29:37,540 But if any of you have the [INAUDIBLE] 2104 01:29:37,540 --> 01:29:40,820 clean, clear, useful game [INAUDIBLE], 2105 01:29:40,820 --> 01:29:46,100 then maybe we can become direct [INAUDIBLE] 2106 01:29:46,100 --> 01:29:52,050 or someone could be hired with money [INAUDIBLE]. 2107 01:29:52,050 --> 01:29:55,962 There's the cholera toolkit, which if you pick-- 2108 01:29:55,962 --> 01:29:57,890 show the next slide. 2109 01:29:57,890 --> 01:30:00,890 You see a [INAUDIBLE]. 2110 01:30:00,890 --> 01:30:03,125 There's a chapter 1 program shown. 2111 01:30:03,125 --> 01:30:04,410 There are many stages. 2112 01:30:04,410 --> 01:30:07,670 There's the situation of preventing how to coordinate, 2113 01:30:07,670 --> 01:30:12,224 how to prepare community aspects, all sorts of things. 2114 01:30:12,224 --> 01:30:17,983 The toolkit [INAUDIBLE] is extremely rich and detailed. 2115 01:30:17,983 --> 01:30:21,370 And we are now conversing with-- actually, we need two days. 2116 01:30:21,370 --> 01:30:26,230 We should be getting from them, which are the thing that 2117 01:30:26,230 --> 01:30:30,410 the [INAUDIBLE] practice. 2118 01:30:30,410 --> 01:30:33,930 So who ever ends up taking this challenge, 2119 01:30:33,930 --> 01:30:36,790 and we hope it will be two groups, 2120 01:30:36,790 --> 01:30:40,156 it's going to be something that very directly 2121 01:30:40,156 --> 01:30:42,990 capable of [INAUDIBLE] class. 2122 01:30:42,990 --> 01:30:45,890 And that must feel good for whoever 2123 01:30:45,890 --> 01:30:49,768 successfully takes on that. 2124 01:30:49,768 --> 01:30:53,850 I do not remember the age group. 2125 01:30:53,850 --> 01:30:58,990 But I'm pretty sure it was less than 18 and more than 10. 2126 01:30:58,990 --> 01:31:01,622 But it may be more narrow than that. 2127 01:31:01,622 --> 01:31:02,560 I can't remember. 2128 01:31:02,560 --> 01:31:04,590 Ghana is an English speaking country. 2129 01:31:04,590 --> 01:31:06,980 It in [INAUDIBLE] East Africa. 2130 01:31:06,980 --> 01:31:10,100 In terms of [INAUDIBLE], the UNICEF team 2131 01:31:10,100 --> 01:31:14,343 works with [INAUDIBLE] games. 2132 01:31:14,343 --> 01:31:18,276 I'm going to pause here and invite for questions. 2133 01:31:18,276 --> 01:31:20,252 PROFESSOR 1: Any questions about this one? 2134 01:31:23,720 --> 01:31:25,862 OK, no questions on this one. 2135 01:31:25,862 --> 01:31:26,820 PROFESSOR 4: Very good. 2136 01:31:26,820 --> 01:31:31,002 Was I very boring or very clear? 2137 01:31:31,002 --> 01:31:32,085 Moving on to the next one. 2138 01:31:34,875 --> 01:31:38,640 If you're having [INAUDIBLE] slide show, 2139 01:31:38,640 --> 01:31:40,200 you can see through the text? 2140 01:31:40,200 --> 01:31:41,116 PROFESSOR 1: Yeah. 2141 01:31:41,116 --> 01:31:42,490 PROFESSOR 4: Good. 2142 01:31:42,490 --> 01:31:45,970 So this one is linking early warning with early action. 2143 01:31:45,970 --> 01:31:48,830 Science [INAUDIBLE] progress of something [INAUDIBLE] 2144 01:31:48,830 --> 01:31:52,270 likely to accompany [INAUDIBLE] future. 2145 01:31:52,270 --> 01:31:55,000 And there are timescales that are 2146 01:31:55,000 --> 01:31:57,025 going to be at the seasonal level, like El Nino, 2147 01:31:57,025 --> 01:31:58,840 and weeks to months. 2148 01:31:58,840 --> 01:32:02,543 We're more likely to focus on it hours to days. 2149 01:32:02,543 --> 01:32:05,370 And in the meantime, in the case of [INAUDIBLE] 2150 01:32:05,370 --> 01:32:08,270 that's very useful, but there is a lot being done. 2151 01:32:08,270 --> 01:32:14,490 In the case of heatwaves, that's not very much lower. 2152 01:32:14,490 --> 01:32:17,360 An issue with heatwaves is on one hand because 2153 01:32:17,360 --> 01:32:20,920 of global warming and the changing climate, 2154 01:32:20,920 --> 01:32:26,530 the recent heatwaves is very steep [INAUDIBLE]. 2155 01:32:26,530 --> 01:32:31,280 You need to remember from almost a decade ago, 2156 01:32:31,280 --> 01:32:36,640 Netherlands, France, Belgium, they have tens of thousands 2157 01:32:36,640 --> 01:32:40,346 of people die because of the heat. 2158 01:32:40,346 --> 01:32:47,910 And most of those people die for very, very avoidable reasons. 2159 01:32:47,910 --> 01:32:51,160 So if you're elderly, or have respiratory problems, 2160 01:32:51,160 --> 01:32:55,780 you have certain legal health condition, very simple things 2161 01:32:55,780 --> 01:32:58,960 like being in a colder room with your condition 2162 01:32:58,960 --> 01:33:02,790 or drinking more than you want, that alone can be enough. 2163 01:33:02,790 --> 01:33:07,180 Construction workers [INAUDIBLE] sports collapse. 2164 01:33:07,180 --> 01:33:10,470 All you have to do is to suspend the competition, 2165 01:33:10,470 --> 01:33:11,693 or to [INAUDIBLE]. 2166 01:33:16,470 --> 01:33:22,305 So it's very [INAUDIBLE] and consistently take people 2167 01:33:22,305 --> 01:33:23,707 by surprise. 2168 01:33:23,707 --> 01:33:25,123 So the purpose of these games will 2169 01:33:25,123 --> 01:33:30,670 be to support Red Cross, especially as a [INAUDIBLE]. 2170 01:33:30,670 --> 01:33:34,310 So they can learn what are the simple actions taken 2171 01:33:34,310 --> 01:33:38,097 to save lives, not only at home but more importantly, 2172 01:33:38,097 --> 01:33:41,540 the lives of [INAUDIBLE] members of the community. 2173 01:33:41,540 --> 01:33:45,380 The chance for the [INAUDIBLE] also is pretty big. 2174 01:33:45,380 --> 01:33:48,450 But it's a little bit more of a timeline. 2175 01:33:48,450 --> 01:33:51,465 So it will begin-- we start looking in January. 2176 01:33:51,465 --> 01:33:53,200 We will need some [INAUDIBLE]. 2177 01:33:53,200 --> 01:33:58,970 But there are some institutional needs to embed. 2178 01:33:58,970 --> 01:34:01,880 Once they exist, it has to go through Red Cross channels, 2179 01:34:01,880 --> 01:34:05,070 which can be more complicated than going in through school 2180 01:34:05,070 --> 01:34:08,120 children, where if it is picked, it goes viral quickly. 2181 01:34:08,120 --> 01:34:10,160 But it's still a very good one. 2182 01:34:10,160 --> 01:34:13,790 Again, it's one that can lead to saving real lives. 2183 01:34:13,790 --> 01:34:17,430 And there plenty of resources within the Red Cross 2184 01:34:17,430 --> 01:34:18,790 and beyond. 2185 01:34:18,790 --> 01:34:22,740 Importantly, there is a master's student at Harvard 2186 01:34:22,740 --> 01:34:24,385 who is doing her entire thesis on this. 2187 01:34:24,385 --> 01:34:25,940 And we're going to have at least one, 2188 01:34:25,940 --> 01:34:31,130 maybe two, hack-a-thons dealing with heatwave risk. 2189 01:34:31,130 --> 01:34:32,990 The Harvard student, her name is Elle. 2190 01:34:32,990 --> 01:34:33,948 She's really great fun. 2191 01:34:33,948 --> 01:34:37,090 And she would be a collaborator. 2192 01:34:37,090 --> 01:34:42,740 And this will have a lot of chances of growth. 2193 01:34:42,740 --> 01:34:46,550 If you did see a photo from the Netherlands heatwave, 2194 01:34:46,550 --> 01:34:51,750 and Red Cross volunteer helping an elderly lady just hydrate, 2195 01:34:51,750 --> 01:34:57,550 and do that lady did not die, whereas tens of thousands did. 2196 01:34:57,550 --> 01:35:00,920 Can you come up with a game that helps people 2197 01:35:00,920 --> 01:35:03,096 make such simple decisions? 2198 01:35:03,096 --> 01:35:07,080 And I'm sure there's a way to make it fun. 2199 01:35:07,080 --> 01:35:11,110 So overview-- one or two questions? 2200 01:35:11,110 --> 01:35:14,310 PROFESSOR 1: Any questions on this one? 2201 01:35:14,310 --> 01:35:16,580 So the target audience on this one's different. 2202 01:35:16,580 --> 01:35:18,710 It's Red Cross volunteers and staffers. 2203 01:35:18,710 --> 01:35:20,910 It's probably as part of their training? 2204 01:35:20,910 --> 01:35:21,970 PROFESSOR 4: Correct. 2205 01:35:21,970 --> 01:35:25,050 So the way we envision this-- actually I dind't mention-- 2206 01:35:25,050 --> 01:35:29,770 the way you envisions this one is to have the game as ready, 2207 01:35:29,770 --> 01:35:34,670 deployable but on the shelf. 2208 01:35:34,670 --> 01:35:38,210 And then when there's a forecast of a heatwave likely to happen 2209 01:35:38,210 --> 01:35:44,040 over the coming six days, then we blast the game 2210 01:35:44,040 --> 01:35:46,090 to the Red Cross volunteers. 2211 01:35:46,090 --> 01:35:50,460 So they become very quickly familiar with the very core 2212 01:35:50,460 --> 01:35:53,965 aspect of it, of course complemented with others 2213 01:35:53,965 --> 01:35:56,440 like maybe face to face training, or mainly sending 2214 01:35:56,440 --> 01:36:00,798 documents to read But this would be potentially very 2215 01:36:00,798 --> 01:36:04,060 easy to adapt or translate to many languages. 2216 01:36:04,060 --> 01:36:07,065 And again, Chicago, Boston-- there's 2217 01:36:07,065 --> 01:36:08,660 plenty of places even in the US. 2218 01:36:08,660 --> 01:36:12,450 This is the one that would be easiest to play test locally 2219 01:36:12,450 --> 01:36:16,640 because we can-- And the profile of a Red Cross volunteer 2220 01:36:16,640 --> 01:36:20,140 is not necessarily too different from the profile of university 2221 01:36:20,140 --> 01:36:23,900 students who are engaged in do-good activities. 2222 01:36:27,210 --> 01:36:29,890 PROFESSOR 1: OK, on to the next one. 2223 01:36:29,890 --> 01:36:32,830 PROFESSOR 4: All right, moving to the next one. 2224 01:36:32,830 --> 01:36:36,130 The next one is the most complex. 2225 01:36:40,200 --> 01:36:44,920 Do you see the drawing of the time bomb with the fuse? 2226 01:36:44,920 --> 01:36:45,960 PROFESSOR 1: Yes. 2227 01:36:45,960 --> 01:36:47,670 PROFESSOR 4: OK. 2228 01:36:47,670 --> 01:36:51,560 So allow me to give a little bit of context. 2229 01:36:51,560 --> 01:36:53,913 We did a little bit of this conversation 2230 01:36:53,913 --> 01:36:56,046 when I showed up a few weeks ago, 2231 01:36:56,046 --> 01:36:58,900 but I imagine you all forgot by now. 2232 01:36:58,900 --> 01:37:04,390 The humanitarian sector has two main funding mechanisms. 2233 01:37:04,390 --> 01:37:07,640 Imagine a pot of money. 2234 01:37:07,640 --> 01:37:11,950 Even if there's almost no money there, if the pot exists, 2235 01:37:11,950 --> 01:37:15,990 money can go in, to then be taken out to spend. 2236 01:37:15,990 --> 01:37:18,750 One of the pots of money that exists, one of the funding 2237 01:37:18,750 --> 01:37:22,790 mechanisms that exists is for disaster response, 2238 01:37:22,790 --> 01:37:26,150 meaning a hurricane, flood, volcanic eruption. 2239 01:37:26,150 --> 01:37:30,230 Something has already happened, is happening, 2240 01:37:30,230 --> 01:37:32,490 and is killing people. 2241 01:37:32,490 --> 01:37:35,100 People are dying, but if you did something, 2242 01:37:35,100 --> 01:37:36,690 you could save lives. 2243 01:37:36,690 --> 01:37:39,040 For example, get on a boat and rescue people 2244 01:37:39,040 --> 01:37:41,670 who are stranded on a roof. 2245 01:37:41,670 --> 01:37:42,550 Or people are sick. 2246 01:37:42,550 --> 01:37:44,590 Go give them medicine. 2247 01:37:44,590 --> 01:37:45,860 This is disaster response. 2248 01:37:45,860 --> 01:37:49,350 And if you spend money, you can do very good things. 2249 01:37:49,350 --> 01:37:51,627 And the funding mechanism exists. 2250 01:37:51,627 --> 01:37:55,220 There is another pot of money which is for a normal days. 2251 01:37:55,220 --> 01:37:56,510 The Red Cross has vehicles. 2252 01:37:56,510 --> 01:37:58,030 The vehicles needs maintenance. 2253 01:37:58,030 --> 01:37:59,450 They need to change tires. 2254 01:37:59,450 --> 01:38:01,360 You need to buy a new computer. 2255 01:38:01,360 --> 01:38:04,860 You need to pay rent and the electricity bills. 2256 01:38:04,860 --> 01:38:06,860 You need to train staff. 2257 01:38:06,860 --> 01:38:11,036 So on a normal day, you have a budget for either maintenance, 2258 01:38:11,036 --> 01:38:14,185 or development of new projects, or writing proposals, 2259 01:38:14,185 --> 01:38:15,330 and so on. 2260 01:38:15,330 --> 01:38:17,090 And when that pot of money exists, 2261 01:38:17,090 --> 01:38:19,770 we called it the annual appeal. 2262 01:38:19,770 --> 01:38:22,340 Every year, we appeal for help. 2263 01:38:22,340 --> 01:38:27,430 And people or donors, or governments give us some money. 2264 01:38:27,430 --> 01:38:31,240 What does not exists is what the drawing of the cartoon 2265 01:38:31,240 --> 01:38:35,750 depicts, which is when there is a signal from science 2266 01:38:35,750 --> 01:38:41,640 that a disasters, that something bad is likely to happen soon. 2267 01:38:41,640 --> 01:38:46,770 We don't have money to fund action before the disaster, 2268 01:38:46,770 --> 01:38:49,060 after the forecast. 2269 01:38:49,060 --> 01:38:52,650 So if you click to see the text, the context 2270 01:38:52,650 --> 01:38:55,200 is that there that missing money part. 2271 01:38:55,200 --> 01:38:56,930 We have money for after a disaster, 2272 01:38:56,930 --> 01:38:58,640 we have money for everyone all day. 2273 01:38:58,640 --> 01:39:00,745 But we don't have money for before the disaster, 2274 01:39:00,745 --> 01:39:02,420 after the forecast. 2275 01:39:02,420 --> 01:39:06,390 The issue is that if you spend money in that time window, 2276 01:39:06,390 --> 01:39:08,500 before the disaster and after the scientist 2277 01:39:08,500 --> 01:39:10,490 says a disaster is likely, you can 2278 01:39:10,490 --> 01:39:14,530 do very good things for very cheap, and relatively 2279 01:39:14,530 --> 01:39:16,330 simply, and much more reliably. 2280 01:39:16,330 --> 01:39:18,380 It's not only more expensive, but more 2281 01:39:18,380 --> 01:39:23,080 difficult to save a life when the storm waters are flashing 2282 01:39:23,080 --> 01:39:26,180 through a city and people are above the ground. 2283 01:39:26,180 --> 01:39:27,910 The boat is unstable. 2284 01:39:27,910 --> 01:39:30,690 Whereas if you do it the day before, 2285 01:39:30,690 --> 01:39:33,220 when the water has come down from the sky 2286 01:39:33,220 --> 01:39:36,250 but it's still in the river and not in the city, 2287 01:39:36,250 --> 01:39:39,110 people can take action by just walking away, 2288 01:39:39,110 --> 01:39:42,080 on your own means, with your valuables 2289 01:39:42,080 --> 01:39:45,370 and not just depending on someone to show up with a boat. 2290 01:39:45,370 --> 01:39:47,870 So we came up with a financial mechanism, 2291 01:39:47,870 --> 01:39:49,870 we call it forecast-based financing 2292 01:39:49,870 --> 01:39:54,020 for disaster preparedness which is nuanced 2293 01:39:54,020 --> 01:39:55,230 in how it's implemented. 2294 01:39:55,230 --> 01:39:56,410 There is a pot of money. 2295 01:39:56,410 --> 01:39:57,780 It's like a bank account. 2296 01:39:57,780 --> 01:40:01,705 You need to have a threshold of disaster risk 2297 01:40:01,705 --> 01:40:03,390 that needs to be exceeded. 2298 01:40:03,390 --> 01:40:05,390 So it can not be two drops of rain. 2299 01:40:05,390 --> 01:40:06,690 It has to be a lot of rain. 2300 01:40:06,690 --> 01:40:08,010 It can not be some wind. 2301 01:40:08,010 --> 01:40:10,710 It has to be a hurricane category 1 or more. 2302 01:40:10,710 --> 01:40:12,955 But once the threshold is established and reached 2303 01:40:12,955 --> 01:40:15,760 by the forecast, then there's some standard operating 2304 01:40:15,760 --> 01:40:19,450 procedures, some actions that people have to take, 2305 01:40:19,450 --> 01:40:22,300 spending money to save lives. 2306 01:40:22,300 --> 01:40:24,810 And that is something that if you could come up 2307 01:40:24,810 --> 01:40:31,260 with a game that captures that, this is the one that if we help 2308 01:40:31,260 --> 01:40:33,470 communicate forecast-based financing, 2309 01:40:33,470 --> 01:40:37,090 I sent to a colleague because it can work for a broad audience 2310 01:40:37,090 --> 01:40:37,750 digitally. 2311 01:40:37,750 --> 01:40:41,650 Ideally we would reach those who can contribute either money 2312 01:40:41,650 --> 01:40:44,610 or decisions, muscle power. 2313 01:40:44,610 --> 01:40:46,500 The chances of embrace for this one 2314 01:40:46,500 --> 01:40:48,960 are not as high as on the previous one. 2315 01:40:48,960 --> 01:40:52,740 But if it were to happen, it'll have the highest impact. 2316 01:40:52,740 --> 01:40:55,770 Because right now there's billions of dollars being 2317 01:40:55,770 --> 01:40:58,130 spent in the two extremes. 2318 01:40:58,130 --> 01:41:01,350 And in the small fraction where spent investigating 2319 01:41:01,350 --> 01:41:03,040 that precious window of opportunity-- 2320 01:41:03,040 --> 01:41:07,210 when you see that fuse getting close, that time of effort 2321 01:41:07,210 --> 01:41:09,850 can really have a very, very high impact. 2322 01:41:09,850 --> 01:41:11,480 There's a link to a journal article 2323 01:41:11,480 --> 01:41:15,150 that should be very clear for MIT students. 2324 01:41:15,150 --> 01:41:18,140 We also have some simpler readings and journal 2325 01:41:18,140 --> 01:41:20,730 [INAUDIBLE] I have been engaged within and are ready to help. 2326 01:41:20,730 --> 01:41:22,920 This is, I insist, the one that is 2327 01:41:22,920 --> 01:41:25,370 intellectually most challenging. 2328 01:41:25,370 --> 01:41:27,565 But I think if you nail it, it will also 2329 01:41:27,565 --> 01:41:29,480 be the most rewarding. 2330 01:41:29,480 --> 01:41:29,980 Questions? 2331 01:41:32,750 --> 01:41:35,790 PROFESSOR 1: Any questions on this one? 2332 01:41:35,790 --> 01:41:38,720 So one thing, when we first started designing this class, 2333 01:41:38,720 --> 01:41:43,024 this is actually the problem that we're most interested in, 2334 01:41:43,024 --> 01:41:44,440 mainly because the other problems, 2335 01:41:44,440 --> 01:41:47,230 we just hadn't heard about since. 2336 01:41:47,230 --> 01:41:51,510 Cholera was a recent proposal that was asked for, and Ebola, 2337 01:41:51,510 --> 01:41:54,690 of course, very, very recent as well. 2338 01:41:54,690 --> 01:41:57,230 So if you really enjoyed some of the challenges 2339 01:41:57,230 --> 01:41:59,300 from projects 2 and 3, and you really 2340 01:41:59,300 --> 01:42:02,030 took on the planning aspects, the trade 2341 01:42:02,030 --> 01:42:04,810 offs aspects of those two games, if you're 2342 01:42:04,810 --> 01:42:08,170 looking at trying to communicate to another person 2343 01:42:08,170 --> 01:42:10,316 how these probabilities works, this 2344 01:42:10,316 --> 01:42:11,690 is probably a really good project 2345 01:42:11,690 --> 01:42:14,140 you might be interested in. 2346 01:42:14,140 --> 01:42:16,100 PROFESSOR 4: And I should say also I'm 2347 01:42:16,100 --> 01:42:20,135 working with a few MIT teams, including the Humanitarian 2348 01:42:20,135 --> 01:42:24,180 Response Lab, including the Environmental Engineering. 2349 01:42:24,180 --> 01:42:27,596 We have two generations of three students 2350 01:42:27,596 --> 01:42:29,390 plus one professor going to Uganda to work 2351 01:42:29,390 --> 01:42:32,126 on making this happen for real. 2352 01:42:32,126 --> 01:42:35,369 We got German money to do it in Togo and in Uganda. 2353 01:42:35,369 --> 01:42:36,660 So it's been meaning to happen. 2354 01:42:36,660 --> 01:42:39,590 But it's hard to explain because it's dry. 2355 01:42:39,590 --> 01:42:41,310 It's like explaining insurance. 2356 01:42:41,310 --> 01:42:43,560 People get bored before they get it. 2357 01:42:43,560 --> 01:42:48,561 So maybe a game can help launch it a bit. 2358 01:42:48,561 --> 01:42:49,060 Good. 2359 01:42:49,060 --> 01:42:51,100 Then we'll move on. 2360 01:42:51,100 --> 01:42:53,310 Number 4, Ebola. 2361 01:42:53,310 --> 01:42:55,790 And I have to be very candid. 2362 01:42:55,790 --> 01:43:00,293 I come from climate research, climate and disasters. 2363 01:43:00,293 --> 01:43:02,417 And as far as we know, Ebola does not 2364 01:43:02,417 --> 01:43:04,970 have much of a climate signal. 2365 01:43:04,970 --> 01:43:09,140 But, as I'm sure you know, it's a very importantly thing. 2366 01:43:09,140 --> 01:43:10,522 And the idea for bringing this up 2367 01:43:10,522 --> 01:43:12,230 is that one of my [INAUDIBLE] colleagues, 2368 01:43:12,230 --> 01:43:16,730 Steven Ryan one day sent a message saying, 2369 01:43:16,730 --> 01:43:19,640 tonight I'm arriving in Liberia to work for a month with a Red 2370 01:43:19,640 --> 01:43:21,945 Cross national team that is doing it's best to respond 2371 01:43:21,945 --> 01:43:23,395 to the Ebola outbreak. 2372 01:43:23,395 --> 01:43:24,670 And guess what? 2373 01:43:24,670 --> 01:43:28,370 What they're doing, as its best, is not enough. 2374 01:43:28,370 --> 01:43:32,730 Steven is a communications specialist. 2375 01:43:32,730 --> 01:43:36,842 As you can imagine, I feel phenomenal admiration 2376 01:43:36,842 --> 01:43:44,140 and respect for his dangerous choice to go to the place 2377 01:43:44,140 --> 01:43:48,280 where people are in very serious trouble to try to help. 2378 01:43:48,280 --> 01:43:51,150 And that made me think, well, maybe we can help. 2379 01:43:51,150 --> 01:43:53,780 So I sent him an email, and he kindly 2380 01:43:53,780 --> 01:43:56,430 responded saying, yes, they're keen on the possibility 2381 01:43:56,430 --> 01:43:58,220 of a game. 2382 01:43:58,220 --> 01:44:02,116 Bear in mind that because of the cycle of the disease, 2383 01:44:02,116 --> 01:44:05,030 by December chances are that either it 2384 01:44:05,030 --> 01:44:08,250 became a complete pandemic, or they [INAUDIBLE] 2385 01:44:08,250 --> 01:44:09,660 is completely gone. 2386 01:44:09,660 --> 01:44:11,280 So we are not going to make a game 2387 01:44:11,280 --> 01:44:15,210 to be played in the equivalent situation as the situation now. 2388 01:44:15,210 --> 01:44:20,290 It would be more of a game about an awareness of how it works 2389 01:44:20,290 --> 01:44:23,880 and how it can be prevent in a hopefully less 2390 01:44:23,880 --> 01:44:26,160 than complete crisis mode. 2391 01:44:26,160 --> 01:44:30,140 But nonetheless, Steven and one of his colleagues 2392 01:44:30,140 --> 01:44:32,060 were very graceful to offer themselves 2393 01:44:32,060 --> 01:44:36,780 to be the subject matter experts and to help, 2394 01:44:36,780 --> 01:44:42,080 should a team choose Ebola-- please no more than one team. 2395 01:44:42,080 --> 01:44:45,500 There's someone on the other side of Atlantic Ocean that 2396 01:44:45,500 --> 01:44:48,690 is going to try to engage. 2397 01:44:48,690 --> 01:44:51,210 In this one, John and I do not have expertise. 2398 01:44:51,210 --> 01:44:55,610 I imagine it is possible to find expertise in the Boston area 2399 01:44:55,610 --> 01:44:59,040 with so many phenomenal hospitals and so on. 2400 01:44:59,040 --> 01:45:05,700 But it's outside of my control to offer reliable support when 2401 01:45:05,700 --> 01:45:07,520 it comes to subject matter. 2402 01:45:07,520 --> 01:45:10,175 I'm sure that there's plenty of documents from the CDC 2403 01:45:10,175 --> 01:45:12,275 and from health practitioners that 2404 01:45:12,275 --> 01:45:13,920 can help you design a game. 2405 01:45:13,920 --> 01:45:16,360 But whoever chooses this, it'll be heroic. 2406 01:45:16,360 --> 01:45:18,520 It can be really useful. 2407 01:45:18,520 --> 01:45:22,568 But you have to be most prepared to work autonomously. 2408 01:45:22,568 --> 01:45:23,520 Any questions? 2409 01:45:26,380 --> 01:45:28,070 PROFESSOR 1: Any? 2410 01:45:28,070 --> 01:45:29,237 [INAUDIBLE] 2411 01:45:29,237 --> 01:45:30,570 PROFESSOR 4: Are you guys there? 2412 01:45:30,570 --> 01:45:32,528 PROFESSOR 1: Sorry, I had the microphone muted. 2413 01:45:32,528 --> 01:45:35,690 No questions on this one. 2414 01:45:35,690 --> 01:45:38,922 PROFESSOR 4: So moving on to the last one. 2415 01:45:38,922 --> 01:45:41,496 If [INAUDIBLE] hasn't joined yet, 2416 01:45:41,496 --> 01:45:44,160 then I'll do my best to explain. 2417 01:45:44,160 --> 01:45:46,190 PROFESSOR 1: Yup, I haven't seen her yet. 2418 01:45:46,190 --> 01:45:47,910 PROFESSOR 4: So this is a project 2419 01:45:47,910 --> 01:45:49,760 that is being led by two of my colleagues, 2420 01:45:49,760 --> 01:45:51,110 including [INAUDIBLE]. 2421 01:45:51,110 --> 01:45:53,160 So forgive my ignorance. 2422 01:45:53,160 --> 01:46:00,170 And it's very similar in its nature to the UNICEF one. 2423 01:46:00,170 --> 01:46:02,910 The difference is that the UNICEF project 2424 01:46:02,910 --> 01:46:06,575 is for small children about a very specific health condition 2425 01:46:06,575 --> 01:46:08,300 called cholera. 2426 01:46:08,300 --> 01:46:10,356 Whereas this one is for a partner 2427 01:46:10,356 --> 01:46:11,925 called Plan International. 2428 01:46:11,925 --> 01:46:14,560 It's an NGO that works with children. 2429 01:46:14,560 --> 01:46:16,640 They're very good. 2430 01:46:16,640 --> 01:46:19,480 They work a lot on the rights of children. 2431 01:46:19,480 --> 01:46:21,340 They are about empowerment. 2432 01:46:21,340 --> 01:46:24,550 And they work intelligently. 2433 01:46:24,550 --> 01:46:29,890 And the Asian team has reached out to the planning center. 2434 01:46:29,890 --> 01:46:31,650 And I don't if you can read the words, 2435 01:46:31,650 --> 01:46:35,380 but in summary we want a game to help children in Asia 2436 01:46:35,380 --> 01:46:37,571 understand climate change and what 2437 01:46:37,571 --> 01:46:40,720 can be done to adapt to climate change. 2438 01:46:40,720 --> 01:46:43,186 Plan International seeks to partner with the Red Cross 2439 01:46:43,186 --> 01:46:44,769 [INAUDIBLE] Planning Center to develop 2440 01:46:44,769 --> 01:46:47,675 a participatory learning game for children in Asia, 2441 01:46:47,675 --> 01:46:49,140 focus on Southeast Asia. 2442 01:46:49,140 --> 01:46:52,220 So all the way from [INAUDIBLE] Cambodia, 2443 01:46:52,220 --> 01:46:55,085 et cetera, that would strengthen their understanding 2444 01:46:55,085 --> 01:46:57,510 of local climate change impacts, and help them 2445 01:46:57,510 --> 01:47:00,410 develop a [INAUDIBLE] what they and their community 2446 01:47:00,410 --> 01:47:03,630 can do to adapt and increase their resilience. 2447 01:47:03,630 --> 01:47:05,520 The project will include the [INAUDIBLE] game 2448 01:47:05,520 --> 01:47:09,420 package, testing, and a training officer [INAUDIBLE]. 2449 01:47:09,420 --> 01:47:13,760 The current project does not include a digital component 2450 01:47:13,760 --> 01:47:16,050 because there wasn't enough money. 2451 01:47:16,050 --> 01:47:18,900 But like the UNICEF one, this is an area 2452 01:47:18,900 --> 01:47:21,650 that inevitably has to grow. 2453 01:47:21,650 --> 01:47:24,800 So if any of you comes up with a prototype that 2454 01:47:24,800 --> 01:47:28,560 is sufficiently playable to capture something about climate 2455 01:47:28,560 --> 01:47:32,220 change, there's generally two [INAUDIBLE] 2456 01:47:32,220 --> 01:47:36,530 ideas that children can benefit from learning. 2457 01:47:36,530 --> 01:47:41,520 One is that the trends of change are dangerous. 2458 01:47:41,520 --> 01:47:44,340 [INAUDIBLE] sea level rise, like drying 2459 01:47:44,340 --> 01:47:49,270 of some sources of drinking water, as well as the changing 2460 01:47:49,270 --> 01:47:52,420 pattern of extreme events, which can be about rainfall, 2461 01:47:52,420 --> 01:47:55,460 can be about temperature, can be about the winds and cyclones. 2462 01:47:55,460 --> 01:47:59,110 And so children who have not lived long, 2463 01:47:59,110 --> 01:48:01,164 and therefore don't have much of a memory, 2464 01:48:01,164 --> 01:48:04,850 are likely to have to confront information 2465 01:48:04,850 --> 01:48:08,110 about things, extreme events, disasters 2466 01:48:08,110 --> 01:48:09,935 that they've never experienced, but they 2467 01:48:09,935 --> 01:48:11,650 have to do something about. 2468 01:48:11,650 --> 01:48:15,260 So the game is not about one specific threat, 2469 01:48:15,260 --> 01:48:17,390 but is more about the concept of adaptation 2470 01:48:17,390 --> 01:48:21,330 to planet change, which of course can be embedded 2471 01:48:21,330 --> 01:48:26,140 into a specific manifestation of planet change, 2472 01:48:26,140 --> 01:48:32,220 like sea level rise, or like changing rainfall patterns. 2473 01:48:32,220 --> 01:48:34,555 There was a more clearly defined age group 2474 01:48:34,555 --> 01:48:36,873 for this one, which unfortunately I don't 2475 01:48:36,873 --> 01:48:38,770 have off the top of my head. 2476 01:48:38,770 --> 01:48:43,120 But [INAUDIBLE] will be sending the materials to the team. 2477 01:48:43,120 --> 01:48:45,904 So within 24 hours, I pray that you will have 2478 01:48:45,904 --> 01:48:49,070 all the ingredients you need. 2479 01:48:49,070 --> 01:48:51,222 I know I didn't share too much. 2480 01:48:51,222 --> 01:48:53,956 But are there any questions about what I could share? 2481 01:48:53,956 --> 01:48:55,705 PROFESSOR 1: Any questions about this one? 2482 01:48:59,020 --> 01:49:00,750 No questions on this one. 2483 01:49:00,750 --> 01:49:01,430 PROFESSOR 4: OK. 2484 01:49:01,430 --> 01:49:04,190 Then move onto the next slide. 2485 01:49:04,190 --> 01:49:08,410 We have about 50 minutes left [INAUDIBLE]. 2486 01:49:08,410 --> 01:49:11,420 And based on some questions and comments, 2487 01:49:11,420 --> 01:49:14,730 I'd like to get a [INAUDIBLE] front room. 2488 01:49:14,730 --> 01:49:16,540 You have all choices here. 2489 01:49:16,540 --> 01:49:18,190 The first one was snap. 2490 01:49:18,190 --> 01:49:21,235 I need a digital tool to enhance the snap experience 2491 01:49:21,235 --> 01:49:23,910 of collecting and processing information. 2492 01:49:23,910 --> 01:49:25,697 Then we have the UNICEF Ghana, Cholera, 2493 01:49:25,697 --> 01:49:27,696 where we hope we can get two groups because this 2494 01:49:27,696 --> 01:49:29,026 is a big one. 2495 01:49:29,026 --> 01:49:31,225 Then we have linking early warning and early action 2496 01:49:31,225 --> 01:49:33,670 maybe focusing on heatwaves. 2497 01:49:33,670 --> 01:49:37,680 Then we have the more sophisticated, conceptually, 2498 01:49:37,680 --> 01:49:40,580 [INAUDIBLE] forecast-based financing, funding mechanisms 2499 01:49:40,580 --> 01:49:43,880 for disaster preparedness before the disaster, 2500 01:49:43,880 --> 01:49:44,990 after the forecast. 2501 01:49:44,990 --> 01:49:47,710 And then we have Ebola, where there's not 2502 01:49:47,710 --> 01:49:50,087 much I can offer other than if you make a game, 2503 01:49:50,087 --> 01:49:51,670 we can try to hook you up with people. 2504 01:49:51,670 --> 01:49:55,780 And if you come up with a good game, it can be really useful. 2505 01:49:55,780 --> 01:49:58,750 And the final one is adaptation to climate change 2506 01:49:58,750 --> 01:50:01,180 to be played by children in Southeast Asia 2507 01:50:01,180 --> 01:50:02,930 so that they understand climate change. 2508 01:50:02,930 --> 01:50:04,770 Here's what I propose. 2509 01:50:04,770 --> 01:50:07,670 We're going to give you guys 30 seconds. 2510 01:50:07,670 --> 01:50:15,620 Each one of you choose one or two secretly 2511 01:50:15,620 --> 01:50:18,660 based on what [INAUDIBLE] which is completely 2512 01:50:18,660 --> 01:50:20,806 incomplete information. 2513 01:50:20,806 --> 01:50:22,760 But that's the way it is. 2514 01:50:22,760 --> 01:50:25,120 Given what you've heard, choose one or two 2515 01:50:25,120 --> 01:50:31,100 of those in the come 10, 15 seconds. 2516 01:50:31,100 --> 01:50:34,370 I'll give you that time. 2517 01:50:34,370 --> 01:50:36,000 Thanks for your patience. 2518 01:50:36,000 --> 01:50:39,050 PROFESSOR 1: Not a problem. 2519 01:50:39,050 --> 01:50:41,655 PROFESSOR 4: And so what we're going 2520 01:50:41,655 --> 01:50:44,296 to do now is-- you're all sitting I imagine. 2521 01:50:44,296 --> 01:50:47,644 Actually Rick, can you show the room? 2522 01:50:47,644 --> 01:50:49,310 PROFESSOR 1: Let me go back to the Skype 2523 01:50:49,310 --> 01:50:50,515 and turn on our video. 2524 01:51:00,262 --> 01:51:05,242 PROFESSOR 4: So what I want to do is [INAUDIBLE], 2525 01:51:05,242 --> 01:51:08,920 and if that number of your chosen one, 2526 01:51:08,920 --> 01:51:11,300 I want you to do two things. 2527 01:51:11,300 --> 01:51:16,500 One is to stand up, the other to shout snap. 2528 01:51:16,500 --> 01:51:18,358 But I cannot see everyone. 2529 01:51:18,358 --> 01:51:19,316 I cannot hear everyone. 2530 01:51:19,316 --> 01:51:22,550 But it will give me a flavor of proportion. 2531 01:51:22,550 --> 01:51:27,496 So item 0, if you're ready to [INAUDIBLE] stand up, 2532 01:51:27,496 --> 01:51:28,442 [INAUDIBLE]. 2533 01:51:28,442 --> 01:51:30,810 AUDIENCE: Snap. 2534 01:51:30,810 --> 01:51:32,610 PROFESSOR 4: All right, so we've got 2535 01:51:32,610 --> 01:51:34,277 maybe one in four [INAUDIBLE]. 2536 01:51:34,277 --> 01:51:34,777 Excellent. 2537 01:51:34,777 --> 01:51:36,780 You may sit down. 2538 01:51:36,780 --> 01:51:40,535 Number 1, if it's of your liking, do it? 2539 01:51:40,535 --> 01:51:43,150 AUDIENCE: Snap. 2540 01:51:43,150 --> 01:51:46,000 PROFESSOR 4: All right. 2541 01:51:46,000 --> 01:51:46,820 Good. 2542 01:51:46,820 --> 01:51:50,270 This one, [INAUDIBLE] all of you guys on a group 2543 01:51:50,270 --> 01:51:52,792 because I don't see enough for two groups. 2544 01:51:52,792 --> 01:51:54,350 [INAUDIBLE] 2545 01:51:54,350 --> 01:51:56,400 Then next one now, for two. 2546 01:51:56,400 --> 01:51:58,830 If you're going to do, do it. 2547 01:51:58,830 --> 01:52:00,582 AUDIENCE: Snap. 2548 01:52:00,582 --> 01:52:01,540 PROFESSOR 4: All right. 2549 01:52:01,540 --> 01:52:02,956 This one seems popular. 2550 01:52:05,890 --> 01:52:08,791 Number 3, go. 2551 01:52:08,791 --> 01:52:09,416 AUDIENCE: Snap. 2552 01:52:13,610 --> 01:52:15,370 PROFESSOR 4: Thank you. 2553 01:52:15,370 --> 01:52:17,525 Number 4, show it. 2554 01:52:22,180 --> 01:52:24,144 PROFESSOR 1: 4 was the funding one? 2555 01:52:24,144 --> 01:52:25,220 PROFESSOR 4: Yes. 2556 01:52:25,220 --> 01:52:27,000 AUDIENCE: Three was the funding one. 2557 01:52:27,000 --> 01:52:28,559 [INTERPOSING VOICES] 2558 01:52:28,559 --> 01:52:29,850 PROFESSOR 1: Yup, you're right. 2559 01:52:29,850 --> 01:52:30,910 I'm wrong. 2560 01:52:30,910 --> 01:52:32,560 Yeah, we're counting from 0. 2561 01:52:32,560 --> 01:52:33,800 4 is Ebola. 2562 01:52:33,800 --> 01:52:36,255 So nobody stood up for this one. 2563 01:52:36,255 --> 01:52:37,530 PROFESSOR 4: OK. 2564 01:52:37,530 --> 01:52:44,365 And if [INAUDIBLE] do the last one, number 5. 2565 01:52:44,365 --> 01:52:45,612 Go for it. 2566 01:52:45,612 --> 01:52:46,236 AUDIENCE: Snap. 2567 01:52:49,480 --> 01:52:51,936 PROFESSOR 4: OK, so we're focused then. 2568 01:52:51,936 --> 01:52:54,320 I don't know, Rick and team, what 2569 01:52:54,320 --> 01:52:56,421 you had in mind for this time. 2570 01:52:56,421 --> 01:52:58,760 But given that we went relatively fast, 2571 01:52:58,760 --> 01:53:00,575 what we could do is you could point 2572 01:53:00,575 --> 01:53:04,810 to different places of the room and talk [INAUDIBLE] 2573 01:53:04,810 --> 01:53:08,700 0 middle, left is 1, and so on. 2574 01:53:08,700 --> 01:53:11,160 And invite people to just answer with your feet. 2575 01:53:11,160 --> 01:53:15,008 Which is the location they most want to go to? 2576 01:53:15,008 --> 01:53:16,560 So we get a sense of how many people 2577 01:53:16,560 --> 01:53:20,674 want to engage in which game. 2578 01:53:20,674 --> 01:53:21,340 PROFESSOR 1: OK. 2579 01:53:21,340 --> 01:53:23,800 So we've got it on the board. 2580 01:53:23,800 --> 01:53:29,730 Cholera here, Ebola here, early warning here. 2581 01:53:29,730 --> 01:53:32,840 These are actually behind you, so I'm going 2582 01:53:32,840 --> 01:53:34,790 to have to rotate the computer. 2583 01:53:34,790 --> 01:53:38,680 Snap over there, adaptation here, 2584 01:53:38,680 --> 01:53:41,380 and disaster prep funding, the forecast-based funding 2585 01:53:41,380 --> 01:53:43,110 over here. 2586 01:53:43,110 --> 01:53:45,570 PROFESSOR 3: Let's draw out the numbers as well. 2587 01:53:45,570 --> 01:53:47,486 PROFESSOR 1: Oh yeah, I'll put the numbers up. 2588 01:53:47,486 --> 01:53:51,670 PROFESSOR 3: So snap was 0, cholera was 1, 2589 01:53:51,670 --> 01:53:58,240 early warning was 2, funding was 3, Ebola was 4, 2590 01:53:58,240 --> 01:54:00,390 and adaptation to climate change, 5. 2591 01:54:03,330 --> 01:54:05,590 PROFESSOR 4: So answer with your feet. 2592 01:54:05,590 --> 01:54:07,352 You can not stay sitting for [INAUDIBLE]. 2593 01:54:17,474 --> 01:54:20,110 And now Rick and team, I'm going to invite you, 2594 01:54:20,110 --> 01:54:24,240 because you know best what is required for each group, 2595 01:54:24,240 --> 01:54:27,070 be it finance grouping, in terms of quantity of people, 2596 01:54:27,070 --> 01:54:29,340 in terms of profile [INAUDIBLE], there 2597 01:54:29,340 --> 01:54:33,470 won't be code geeks in one, and then 2598 01:54:33,470 --> 01:54:35,870 narrative geeks on the other. 2599 01:54:35,870 --> 01:54:38,550 If you understand this, at least what happens now 2600 01:54:38,550 --> 01:54:41,480 is in now way definitive. 2601 01:54:41,480 --> 01:54:43,970 But it's to get a sense [INAUDIBLE]. 2602 01:54:43,970 --> 01:54:44,720 PROFESSOR 1: Yeah. 2603 01:54:44,720 --> 01:54:46,814 So actually this leads really well 2604 01:54:46,814 --> 01:54:47,980 into what we're about to do. 2605 01:54:47,980 --> 01:54:50,750 We're going to do some brainstorming on these topics. 2606 01:54:50,750 --> 01:54:53,489 So we're going to first have each of the groups 2607 01:54:53,489 --> 01:54:56,030 just do a little bit of a quick brainstorming about the topic 2608 01:54:56,030 --> 01:54:57,910 that they're standing with right now. 2609 01:54:57,910 --> 01:54:59,410 And then midway through, we're going 2610 01:54:59,410 --> 01:55:01,125 to invite you to go over to a new group 2611 01:55:01,125 --> 01:55:02,500 to talk about a different project 2612 01:55:02,500 --> 01:55:06,050 if you're interested in talking about that other project. 2613 01:55:06,050 --> 01:55:08,160 On Monday, we're going to actually form the team 2614 01:55:08,160 --> 01:55:10,750 and make sure all the teams meet our requirements. 2615 01:55:10,750 --> 01:55:13,780 But it's basically seven to eight people per team. 2616 01:55:13,780 --> 01:55:16,252 We're hoping for eight people per team, 2617 01:55:16,252 --> 01:55:17,460 hopefully not more than that. 2618 01:55:17,460 --> 01:55:19,650 But we'll figure that out as we go. 2619 01:55:19,650 --> 01:55:24,500 And over the weekend, we'll be using the mailing list 2620 01:55:24,500 --> 01:55:26,999 to talk about the projects. 2621 01:55:26,999 --> 01:55:29,290 So I'm actually going to let-- we're going to start off 2622 01:55:29,290 --> 01:55:30,854 with this brainstorming. 2623 01:55:30,854 --> 01:55:32,270 We're going to take a break, we're 2624 01:55:32,270 --> 01:55:33,770 going to do some more brainstorming. 2625 01:55:33,770 --> 01:55:36,460 And then I will more clearly outline 2626 01:55:36,460 --> 01:55:41,389 how the mechanism is going to work between now and Monday. 2627 01:55:41,389 --> 01:55:43,180 PROFESSOR 4: Do you need me to stay online. 2628 01:55:43,180 --> 01:55:44,080 PROFESSOR 1: No. 2629 01:55:44,080 --> 01:55:46,380 What we would like is-- are you going 2630 01:55:46,380 --> 01:55:50,170 to be on email between now and Monday? 2631 01:55:50,170 --> 01:55:53,080 PROFESSOR 4: Yes, but only with very limited ability 2632 01:55:53,080 --> 01:55:54,540 to read and respond. 2633 01:55:54,540 --> 01:55:57,490 So make sure to make the subject line very clear 2634 01:55:57,490 --> 01:55:59,992 and the questions as snappy and answerable as possible. 2635 01:55:59,992 --> 01:56:02,200 PROFESSOR 1: And you don't mind if give all the teams 2636 01:56:02,200 --> 01:56:04,320 your email address? 2637 01:56:04,320 --> 01:56:06,955 PROFESSOR 4: No mind-- but teams, please, please, please, 2638 01:56:06,955 --> 01:56:11,335 I beg you, consolidate your questions. 2639 01:56:11,335 --> 01:56:14,550 Be very efficient with your writing. 2640 01:56:14,550 --> 01:56:17,660 Because if I get too many emails or too wordy, excessive 2641 01:56:17,660 --> 01:56:20,526 verbosity, I will not be able to get it. 2642 01:56:20,526 --> 01:56:22,400 PROFESSOR 1: So I'll figure out a mechanism-- 2643 01:56:22,400 --> 01:56:27,400 PROFESSOR 4: [INAUDIBLE] fine, a channel within each group 2644 01:56:27,400 --> 01:56:29,729 to communicate and consolidate. 2645 01:56:29,729 --> 01:56:31,520 PROFESSOR 1: So I'll figure out a mechanism 2646 01:56:31,520 --> 01:56:33,436 to make sure you're not overloaded with email, 2647 01:56:33,436 --> 01:56:36,300 and to make sure everyone gets the benefits of those emails 2648 01:56:36,300 --> 01:56:36,994 to you. 2649 01:56:36,994 --> 01:56:37,744 PROFESSOR 4: Good. 2650 01:56:37,744 --> 01:56:41,030 And I suggest that you always copy [INAUDIBLE]. 2651 01:56:44,000 --> 01:56:46,370 All right, so good luck to you all. 2652 01:56:46,370 --> 01:56:48,915 Thanks again for your time and inspiration. 2653 01:56:48,915 --> 01:56:52,340 And I wish you good luck [INAUDIBLE]. 2654 01:56:52,340 --> 01:56:53,030 PROFESSOR 1: OK. 2655 01:56:53,030 --> 01:56:53,696 Thank you Pablo. 2656 01:57:00,560 --> 01:57:03,470 OK so you're in your groups. 2657 01:57:03,470 --> 01:57:06,680 I have paper for people who are not on chalkboards. 2658 01:57:06,680 --> 01:57:08,280 Do we have nobody for Ebola? 2659 01:57:08,280 --> 01:57:09,470 PROFESSOR 3: No one. 2660 01:57:09,470 --> 01:57:12,600 PROFESSOR 1: Then let's give snap the Ebola-- actually 2661 01:57:12,600 --> 01:57:13,680 you're pretty big. 2662 01:57:13,680 --> 01:57:15,150 Let's not. 2663 01:57:15,150 --> 01:57:16,730 These two groups are pretty big. 2664 01:57:16,730 --> 01:57:18,230 Let's give them space to spread out. 2665 01:57:18,230 --> 01:57:21,430 So what we're going to do is just a really quick brainstorm. 2666 01:57:21,430 --> 01:57:25,260 Five minutes-- just choose one person to be a secretary. 2667 01:57:25,260 --> 01:57:28,409 Have them come up. 2668 01:57:28,409 --> 01:57:30,200 You've heard a little bit about the topics. 2669 01:57:30,200 --> 01:57:31,800 You haven't done any of the reading yet. 2670 01:57:31,800 --> 01:57:34,050 We're going to have all that reading available for you 2671 01:57:34,050 --> 01:57:36,302 on Stellar right now for you to read over the weekend. 2672 01:57:36,302 --> 01:57:37,010 It's a lot of it. 2673 01:57:37,010 --> 01:57:38,593 We don't expect you to read all of it. 2674 01:57:38,593 --> 01:57:41,050 But we do expect you to look at it. 2675 01:57:41,050 --> 01:57:44,080 Based on what you understand, what kind of mechanics 2676 01:57:44,080 --> 01:57:46,540 could come out of these kind of topics? 2677 01:57:46,540 --> 01:57:49,320 Just based on the word cholera, based 2678 01:57:49,320 --> 01:57:51,360 on the word early warning, early action, 2679 01:57:51,360 --> 01:57:53,450 what kind of game mechanics pop out of that? 2680 01:57:53,450 --> 01:57:55,620 And just through them on the board. 2681 01:57:55,620 --> 01:58:03,010 So disaster prep-- let me hand these off to those two. 2682 01:58:05,570 --> 01:58:08,010 PROFESSOR 3: To disaster prep, or to more than one group? 2683 01:58:08,010 --> 01:58:10,042 PROFESSOR 1: One to one, and one to the other. 2684 01:58:10,042 --> 01:58:12,250 PROFESSOR 3: We had a question like that, by the way. 2685 01:58:12,250 --> 01:58:14,220 Rick, we have questions in the back. 2686 01:58:14,220 --> 01:58:16,010 PROFESSOR 1: Yeah, one second. 2687 01:58:16,010 --> 01:58:16,990 What's the question? 2688 01:58:16,990 --> 01:58:17,970 From who? 2689 01:58:17,970 --> 01:58:19,761 PROFESSOR 3: Let's stick it up on the wall? 2690 01:58:19,761 --> 01:58:20,770 PROFESSOR 1: What's up? 2691 01:58:20,770 --> 01:58:23,050 PROFESSOR 3: You guys probably need the stand. 2692 01:58:23,050 --> 01:58:28,440 STUDENT 13: What game engines would-- is it the same 2693 01:58:28,440 --> 01:58:29,430 as other previous ones? 2694 01:58:29,430 --> 01:58:30,290 PROFESSOR 1: Same as previous ones. 2695 01:58:30,290 --> 01:58:31,630 We'll talk about the constraints on Monday. 2696 01:58:31,630 --> 01:58:33,200 Don't worry about the constraints right now. 2697 01:58:33,200 --> 01:58:34,824 Right now just focus on game mechanics. 2698 01:58:34,824 --> 01:58:38,100 STUDENT 13: [INAUDIBLE] mobile [INAUDIBLE]. 2699 01:58:38,100 --> 01:58:40,890 PROFESSOR 1: Yeah, so keep it blue sky. 2700 01:58:40,890 --> 01:58:41,820 You can be mobile. 2701 01:58:41,820 --> 01:58:46,030 You can be on tablets, you could be a computer. 2702 01:58:46,030 --> 01:58:48,280 It could be single player, it could be multiplayer. 2703 01:58:48,280 --> 01:58:52,345 Just don't do multiplayer networking. 2704 01:58:52,345 --> 01:58:52,845 That's it. 2705 01:58:52,845 --> 01:58:53,800 STUDENT 13: Our game has-- 2706 01:58:53,800 --> 01:58:54,755 PROFESSOR 1: What's that? 2707 01:58:54,755 --> 01:58:56,290 Our game's definition is [INAUDIBLE]. 2708 01:58:56,290 --> 01:58:57,450 PROFESSOR 1: Then what are the ways you're going to get around 2709 01:58:57,450 --> 01:58:58,310 that like we talked about? 2710 01:58:58,310 --> 01:58:59,893 STUDENT 13: Without doing multiplayer? 2711 01:58:59,893 --> 01:59:03,140 PROFESSOR 1: Without doing multiple devices connecting 2712 01:59:03,140 --> 01:59:04,890 to a single server. 2713 01:59:04,890 --> 01:59:05,830 There's other ways. 2714 01:59:05,830 --> 01:59:07,871 Don't even think about it for this brainstorming. 2715 01:59:07,871 --> 01:59:09,440 Just don't worry about it for now. 2716 01:59:09,440 --> 01:59:11,072 Here we go. 2717 01:59:11,072 --> 01:59:12,090 Pass these out. 2718 01:59:12,090 --> 01:59:15,795 All right, so five minutes, go. 2719 01:59:15,795 --> 01:59:19,010 [INTERPOSING VOICES] 2720 01:59:39,350 --> 01:59:42,876 PROFESSOR 1: This is in case my wife sends pictures. 2721 01:59:42,876 --> 01:59:45,440 So I have another group that we work 2722 01:59:45,440 --> 01:59:47,860 with is doing an EdX course. 2723 01:59:47,860 --> 01:59:49,470 [INTERPOSING VOICES] 2724 01:59:55,777 --> 01:59:57,860 PROFESSOR 1: We've done about 15 minutes of really 2725 01:59:57,860 --> 02:00:00,360 quick and dirty brainstorming. 2726 02:00:00,360 --> 02:00:02,977 Somebody from your group shout out one or two 2727 02:00:02,977 --> 02:00:05,060 really, really interesting idea that you're really 2728 02:00:05,060 --> 02:00:05,670 excited about. 2729 02:00:05,670 --> 02:00:09,730 Just one person, one group, interesting ideas, this group 2730 02:00:09,730 --> 02:00:10,230 go. 2731 02:00:10,230 --> 02:00:13,194 STUDENT 14: Spatial placement of wells affecting 2732 02:00:13,194 --> 02:00:14,695 where cholera spreads. 2733 02:00:14,695 --> 02:00:16,070 PROFESSOR 1: So spatial placement 2734 02:00:16,070 --> 02:00:17,640 of wells affecting where cholera spreads? 2735 02:00:17,640 --> 02:00:18,410 STUDENT 14: Yeah. 2736 02:00:18,410 --> 02:00:18,830 PROFESSOR 1: OK. 2737 02:00:18,830 --> 02:00:20,020 So a spatial puzzle kind of game. 2738 02:00:20,020 --> 02:00:20,760 STUDENT 14: Exactly. 2739 02:00:20,760 --> 02:00:21,918 PROFESSOR 1: One more idea? 2740 02:00:21,918 --> 02:00:24,684 STUDENT 15: Animal crossing with cholera and puzzles. 2741 02:00:24,684 --> 02:00:26,100 PROFESSOR 1: Yes, animal crossing. 2742 02:00:26,100 --> 02:00:29,312 I'd think about the scope on that one. 2743 02:00:29,312 --> 02:00:31,089 STUDENT 16: Playing as a heatwave. 2744 02:00:31,089 --> 02:00:32,630 PROFESSOR 1: Playing as the heatwave, 2745 02:00:32,630 --> 02:00:34,170 you are the heatwave, cool. 2746 02:00:34,170 --> 02:00:36,039 One other idea? 2747 02:00:36,039 --> 02:00:37,455 STUDENT 17: Playing as a Red Cross 2748 02:00:37,455 --> 02:00:39,210 volunteer, managing resources. 2749 02:00:39,210 --> 02:00:40,450 PROFESSOR 1: OK, not as cool. 2750 02:00:40,450 --> 02:00:43,190 Heatwave [INAUDIBLE] volunteer. 2751 02:00:43,190 --> 02:00:43,760 Over here. 2752 02:00:46,230 --> 02:00:47,688 STUDENT 18: You're on a tiny island 2753 02:00:47,688 --> 02:00:50,143 and you live on the island and you do stuff on the island. 2754 02:00:50,143 --> 02:00:51,125 But your island is shrinking. 2755 02:00:51,125 --> 02:00:52,317 So you have to collect resources on your island 2756 02:00:52,317 --> 02:00:53,089 to move to the bigger island. 2757 02:00:53,089 --> 02:00:54,315 The bigger island is shrinking too 2758 02:00:54,315 --> 02:00:55,544 because the water keeps going up. 2759 02:00:55,544 --> 02:00:57,508 So you hop, and hop, and hop, and you arrive at the mainland. 2760 02:00:57,508 --> 02:00:58,424 Yay, everyone's saved! 2761 02:00:58,424 --> 02:01:01,927 Except the mainland is a giant island too. 2762 02:01:01,927 --> 02:01:03,694 Whaa, whaa, whaa. 2763 02:01:03,694 --> 02:01:05,360 PROFESSOR 1: Whaa, whaa, climate change. 2764 02:01:05,360 --> 02:01:05,840 Cool. 2765 02:01:05,840 --> 02:01:06,340 Thank you. 2766 02:01:06,340 --> 02:01:08,889 Another idea, or is that the big one? 2767 02:01:08,889 --> 02:01:10,930 STUDENT 19: The decision between chopping forests 2768 02:01:10,930 --> 02:01:13,804 and to build more buildings for faster development, 2769 02:01:13,804 --> 02:01:16,199 or to keep the forest air help make 2770 02:01:16,199 --> 02:01:17,541 climate change less severe. 2771 02:01:17,541 --> 02:01:18,290 PROFESSOR 1: Cool. 2772 02:01:18,290 --> 02:01:21,530 So one's kind of, you don't have much action. 2773 02:01:21,530 --> 02:01:23,160 The world is going around you. 2774 02:01:23,160 --> 02:01:25,020 This one is kind of, you have action. 2775 02:01:25,020 --> 02:01:27,230 The decisions you make are going to affect things. 2776 02:01:27,230 --> 02:01:27,960 Cool. 2777 02:01:27,960 --> 02:01:30,830 This group here? 2778 02:01:30,830 --> 02:01:34,032 This was snap right, this group? 2779 02:01:34,032 --> 02:01:34,740 One or two ideas? 2780 02:01:38,920 --> 02:01:40,880 STUDENT 20: Well, so I was thinking 2781 02:01:40,880 --> 02:01:46,720 about not just choosing words, but given a scenario, 2782 02:01:46,720 --> 02:01:50,000 making a particular decision can vary in two decisions 2783 02:01:50,000 --> 02:01:53,582 other people made given that exact same set of [INAUDIBLE]. 2784 02:01:53,582 --> 02:01:55,040 PROFESSOR 1: OK, so really thinking 2785 02:01:55,040 --> 02:01:58,270 about how you're going to make this simple decision, 2786 02:01:58,270 --> 02:02:00,415 or this simple interaction that the game has, 2787 02:02:00,415 --> 02:02:01,790 make it a little bit more complex 2788 02:02:01,790 --> 02:02:03,346 and really kind of bring the decision making out 2789 02:02:03,346 --> 02:02:05,637 in the forefront-- is that kind of what it sounds like? 2790 02:02:05,637 --> 02:02:06,930 Right? 2791 02:02:06,930 --> 02:02:08,181 Yeah, what's up? 2792 02:02:08,181 --> 02:02:10,586 STUDENT 21: The was I understood the game, 2793 02:02:10,586 --> 02:02:13,660 or the description for snap is that it's 2794 02:02:13,660 --> 02:02:16,015 more of a data collection method, 2795 02:02:16,015 --> 02:02:17,890 like collecting what people-- 2796 02:02:17,890 --> 02:02:19,350 PROFESSOR 1: That's at least the purpose they want, is they 2797 02:02:19,350 --> 02:02:20,200 want that data. 2798 02:02:20,200 --> 02:02:21,765 Well they want to collect that data. 2799 02:02:21,765 --> 02:02:23,640 But they also want to reflect that data back. 2800 02:02:23,640 --> 02:02:25,210 So it's a little bit of a visualization. 2801 02:02:25,210 --> 02:02:26,740 It's actually a of a visualization, 2802 02:02:26,740 --> 02:02:29,740 as much as it is collection. 2803 02:02:29,740 --> 02:02:34,209 Are those the only groups, or the only concepts? 2804 02:02:34,209 --> 02:02:35,500 Oh yeah, disaster preparedness. 2805 02:02:35,500 --> 02:02:37,410 Everybody's disappeared. 2806 02:02:37,410 --> 02:02:39,730 Anybody from that group want to run over to the sheet 2807 02:02:39,730 --> 02:02:42,350 and say an idea or two? 2808 02:02:42,350 --> 02:02:43,599 Or you just kind of-- 2809 02:02:43,599 --> 02:02:46,015 STUDENT 22: I think we just got stuck on the brainstorming 2810 02:02:46,015 --> 02:02:47,957 because the program is not as easy. 2811 02:02:47,957 --> 02:02:49,040 PROFESSOR 1: So it's hard. 2812 02:02:49,040 --> 02:02:50,206 It's going to be a hard one. 2813 02:02:50,206 --> 02:02:53,656 STUDENT 23: One idea we came up with was building 2814 02:02:53,656 --> 02:02:56,490 an infrastructure and you would decide 2815 02:02:56,490 --> 02:03:00,970 whether to keep expanding or to reinforce the structure. 2816 02:03:00,970 --> 02:03:03,660 And that way, you would oh, are you 2817 02:03:03,660 --> 02:03:07,055 preparing for before the disaster or after the disaster. 2818 02:03:07,055 --> 02:03:08,507 Did you have something to add? 2819 02:03:08,507 --> 02:03:09,965 STUDENT 24: I was just going to say 2820 02:03:09,965 --> 02:03:12,640 we felt like we needed to do more reading to understand 2821 02:03:12,640 --> 02:03:13,747 exactly what [INAUDIBLE]. 2822 02:03:13,747 --> 02:03:15,330 PROFESSOR 1: But something about there 2823 02:03:15,330 --> 02:03:18,467 is something that can be built to spend that money on. 2824 02:03:18,467 --> 02:03:20,300 So it's not just about collecting the money, 2825 02:03:20,300 --> 02:03:22,030 it's that money's going to go somewhere. 2826 02:03:22,030 --> 02:03:23,792 Which I remember him saying at least-- 2827 02:03:23,792 --> 02:03:25,500 I don't know if it was a meeting with me, 2828 02:03:25,500 --> 02:03:28,225 or if it was one of the first times he came to class to talk. 2829 02:03:28,225 --> 02:03:30,820 But I remember that came up. 2830 02:03:30,820 --> 02:03:32,770 Take a quick couple minutes, one person 2831 02:03:32,770 --> 02:03:36,150 from each group make a copy of all the ideas you have 2832 02:03:36,150 --> 02:03:39,050 on the board somehow, like a photograph, 2833 02:03:39,050 --> 02:03:43,680 or-- actually just take a photograph of it, 2834 02:03:43,680 --> 02:03:45,430 and then come back to your seats. 2835 02:03:45,430 --> 02:03:48,120 We've got two more slides, then we're going to release you. 2836 02:03:48,120 --> 02:03:51,620 [INTERPOSING VOICES] 2837 02:04:26,290 --> 02:04:29,300 PROFESSOR 1: So after you've taken your captures, sit down. 2838 02:04:39,860 --> 02:04:42,339 What next? 2839 02:04:42,339 --> 02:04:43,880 I'm going to stand in front because I 2840 02:04:43,880 --> 02:04:46,560 can't see what my slides say. 2841 02:04:46,560 --> 02:04:52,630 So today we brainstormed in groups on these topics. 2842 02:04:52,630 --> 02:04:55,670 Between now and Monday, what we'd like you to do 2843 02:04:55,670 --> 02:04:59,210 is use the mailing list, the videogames@mit.edu at mailing 2844 02:04:59,210 --> 02:05:02,350 list to form teams. 2845 02:05:02,350 --> 02:05:05,020 In class on Monday, we will actually also 2846 02:05:05,020 --> 02:05:06,690 set aside time in the beginning of class 2847 02:05:06,690 --> 02:05:08,720 to make sure that all these teams get formed. 2848 02:05:08,720 --> 02:05:10,410 And we're going to do some more brainstorming and some more 2849 02:05:10,410 --> 02:05:11,470 pitching on Monday. 2850 02:05:11,470 --> 02:05:13,860 And I'll go into more detail about the requirements 2851 02:05:13,860 --> 02:05:14,960 for the project 4. 2852 02:05:14,960 --> 02:05:17,170 But make sure you read the project 4 assignment. 2853 02:05:17,170 --> 02:05:19,170 That's basically all I'm going to be doing is just saying 2854 02:05:19,170 --> 02:05:20,540 out loud what it says in there. 2855 02:05:23,190 --> 02:05:26,300 So before next class, do these things. 2856 02:05:26,300 --> 02:05:27,940 Read the material in Stellar. 2857 02:05:27,940 --> 02:05:30,360 All the topics have some material in Stellar. 2858 02:05:30,360 --> 02:05:34,730 The Ebola topic did not, the snap topic did not, 2859 02:05:34,730 --> 02:05:36,640 but cholera has the tool kit that he'd 2860 02:05:36,640 --> 02:05:38,140 that he mentioned up there. 2861 02:05:38,140 --> 02:05:46,280 Early warning, early action has a like a task force guideline, 2862 02:05:46,280 --> 02:05:49,600 like a idea of world disasters from 2009, I think. 2863 02:05:49,600 --> 02:05:51,640 And then another journal article. 2864 02:05:51,640 --> 02:05:55,880 Disaster prep funding has that forecast-based funding journal 2865 02:05:55,880 --> 02:05:58,340 article attached to it. 2866 02:05:58,340 --> 02:06:00,360 Adaptation for climate change, we 2867 02:06:00,360 --> 02:06:01,810 don't have materials yet for that. 2868 02:06:01,810 --> 02:06:03,797 But that should be coming in today. 2869 02:06:03,797 --> 02:06:05,255 And that'll be put up into Stellar. 2870 02:06:08,260 --> 02:06:09,560 That's all of that, right? 2871 02:06:09,560 --> 02:06:13,990 So when you're in your groups, think about these questions. 2872 02:06:13,990 --> 02:06:16,020 And think about these questions until Monday. 2873 02:06:16,020 --> 02:06:19,572 Did you actually have eight people interested in your topic 2874 02:06:19,572 --> 02:06:21,780 when you were in your group together, like think back 2875 02:06:21,780 --> 02:06:22,890 about the brainstorming. 2876 02:06:22,890 --> 02:06:25,300 Did you see seven other individuals 2877 02:06:25,300 --> 02:06:26,354 interested in the topic? 2878 02:06:26,354 --> 02:06:28,020 If you did, you can probably make a game 2879 02:06:28,020 --> 02:06:29,159 based on that topic. 2880 02:06:29,159 --> 02:06:31,200 If you didn't, it's going to be difficult to find 2881 02:06:31,200 --> 02:06:32,910 people for your team. 2882 02:06:32,910 --> 02:06:34,520 So really use the mailing list and try 2883 02:06:34,520 --> 02:06:37,010 to figure out ways to use the mailing 2884 02:06:37,010 --> 02:06:38,832 to try to attract people to your topic. 2885 02:06:38,832 --> 02:06:40,790 If there's something about like the game design 2886 02:06:40,790 --> 02:06:42,942 that you came up, a personal reason 2887 02:06:42,942 --> 02:06:44,400 why you'd like to see this game get 2888 02:06:44,400 --> 02:06:47,451 made, throw it to the mailing list. 2889 02:06:47,451 --> 02:06:49,450 If you really don't care about the topic so much 2890 02:06:49,450 --> 02:06:51,590 or any of these topics, but you really want to do programming, 2891 02:06:51,590 --> 02:06:52,750 you really want to do art, you really 2892 02:06:52,750 --> 02:06:54,210 want to do code, whatever you want 2893 02:06:54,210 --> 02:06:56,626 to do, if that's the thing that you're most interested in, 2894 02:06:56,626 --> 02:06:58,930 that game engine you want to use, 2895 02:06:58,930 --> 02:07:01,590 throw an email to the class to say, hey, use me. 2896 02:07:01,590 --> 02:07:03,090 Here's what I'm interested in doing. 2897 02:07:05,760 --> 02:07:08,544 Put me on your team, basically. 2898 02:07:08,544 --> 02:07:11,210 If you're more interested in the mechanic design over the topic, 2899 02:07:11,210 --> 02:07:12,080 that's also OK. 2900 02:07:12,080 --> 02:07:14,045 So you might not be interested in the topic, 2901 02:07:14,045 --> 02:07:16,044 but you're interested in some of these mechanics 2902 02:07:16,044 --> 02:07:19,190 that we've been talking about in class, or some of the mechanics 2903 02:07:19,190 --> 02:07:22,100 that you heard mentioned in the group brainstorms, 2904 02:07:22,100 --> 02:07:24,420 so mention that in mailing list. 2905 02:07:24,420 --> 02:07:26,670 Again, team information will be finalized on Monday. 2906 02:07:26,670 --> 02:07:28,450 And if you are undecided, I'm just 2907 02:07:28,450 --> 02:07:30,022 going to stick you in a team. 2908 02:07:30,022 --> 02:07:31,730 That's the worst thing that could happen. 2909 02:07:31,730 --> 02:07:32,770 Because if I just put you in a team, 2910 02:07:32,770 --> 02:07:35,314 I'm not thinking about who you're going to work best with. 2911 02:07:35,314 --> 02:07:37,730 I'm not thinking about what game engine you're working on. 2912 02:07:37,730 --> 02:07:39,700 I'm not thinking about is whether or not you're 2913 02:07:39,700 --> 02:07:41,240 interested in the topic or not. 2914 02:07:41,240 --> 02:07:43,671 I'm just grabbing you, and sticking you on a team. 2915 02:07:43,671 --> 02:07:45,920 So do all the work for me, so I don't have to do that. 2916 02:07:45,920 --> 02:07:49,260 And if you do just want me to do that, that's OK. 2917 02:07:49,260 --> 02:07:51,359 I like rolling dice. 2918 02:07:51,359 --> 02:07:53,900 Do we have any questions about this, any concerns about this? 2919 02:07:53,900 --> 02:07:54,400 Yes. 2920 02:07:54,400 --> 02:07:56,370 STUDENT 25: Are you targeting five teams? 2921 02:07:56,370 --> 02:07:58,820 PROFESSOR 1: No, I'm targeting teams of eight. 2922 02:07:58,820 --> 02:08:04,260 So that's five teams, but it could be four teams if we 2923 02:08:04,260 --> 02:08:06,150 need more people on the teams. 2924 02:08:06,150 --> 02:08:10,980 I would recommend 10 being your biggest cap. 2925 02:08:10,980 --> 02:08:14,530 In the past, we have seen 10 person teams work-ish. 2926 02:08:17,410 --> 02:08:20,160 They failed everywhere you think they failed, communication 2927 02:08:20,160 --> 02:08:22,399 largely, scheduling largely. 2928 02:08:22,399 --> 02:08:23,940 The one thing they didn't have that I 2929 02:08:23,940 --> 02:08:25,410 think you're more prepared to do, 2930 02:08:25,410 --> 02:08:26,990 if you were in a big team like that, 2931 02:08:26,990 --> 02:08:29,980 is that they didn't understand how to break out the strike 2932 02:08:29,980 --> 02:08:32,850 groups, into strike teams, how to separate tasks and form 2933 02:08:32,850 --> 02:08:34,180 into smaller groups. 2934 02:08:34,180 --> 02:08:37,370 I've actually seen you all do this on these previous two 2935 02:08:37,370 --> 02:08:38,250 projects. 2936 02:08:38,250 --> 02:08:40,399 So if you do find yourself in a large team, 2937 02:08:40,399 --> 02:08:42,440 think about how you're going to break the work up 2938 02:08:42,440 --> 02:08:48,670 into the small tasks, into these bigger, modular kind of things. 2939 02:08:48,670 --> 02:08:51,346 Especially think about why you're in this class. 2940 02:08:51,346 --> 02:08:53,220 What did you expect to get out of this class? 2941 02:08:53,220 --> 02:08:55,850 What do you expect to get out of this final project? 2942 02:08:55,850 --> 02:08:58,490 If you wanted to do some really big tech thing, 2943 02:08:58,490 --> 02:09:01,350 there are some ideas out here that require some heavy tech 2944 02:09:01,350 --> 02:09:01,937 lifting. 2945 02:09:01,937 --> 02:09:04,520 If you're in designer, there's some really, really challenging 2946 02:09:04,520 --> 02:09:08,800 design issues, especially with that forecast-based funding. 2947 02:09:11,750 --> 02:09:13,180 I'm really leaving that up to you. 2948 02:09:13,180 --> 02:09:15,263 But I'm going to make sure that all the teams have 2949 02:09:15,263 --> 02:09:16,670 eight people. 2950 02:09:16,670 --> 02:09:17,640 Any other questions? 2951 02:09:22,870 --> 02:09:25,320 PROFESSOR 3: Just one statement [INAUDIBLE]. 2952 02:09:25,320 --> 02:09:27,560 Especially with the snap team, I do 2953 02:09:27,560 --> 02:09:33,280 realize that as presented to you today, 2954 02:09:33,280 --> 02:09:35,690 it really does seem like a networking game. 2955 02:09:35,690 --> 02:09:37,800 That really does seem like a game that will 2956 02:09:37,800 --> 02:09:39,460 involve a lot of networking. 2957 02:09:39,460 --> 02:09:41,505 And of course, we've spent the entire semester 2958 02:09:41,505 --> 02:09:45,110 so far telling you, oh good lord, don't do that. 2959 02:09:45,110 --> 02:09:49,220 So it could be a huge tech challenge, 2960 02:09:49,220 --> 02:09:51,030 or it could be a huge design challenge. 2961 02:09:51,030 --> 02:09:53,830 The huge design challenge is how do you accomplish everything 2962 02:09:53,830 --> 02:09:56,240 that we think we need networking to accomplish 2963 02:09:56,240 --> 02:09:59,120 without networking. 2964 02:09:59,120 --> 02:10:01,870 Or it could be a tech challenge that's, screw it, 2965 02:10:01,870 --> 02:10:03,080 we're going to do networking. 2966 02:10:03,080 --> 02:10:09,120 Then it becomes what's the least brittle way to accomplish that. 2967 02:10:09,120 --> 02:10:11,490 The problem with networking and that particular game 2968 02:10:11,490 --> 02:10:15,240 is that to require networking means 2969 02:10:15,240 --> 02:10:19,845 that you need to play this game in a room with networking. 2970 02:10:19,845 --> 02:10:21,970 Which means if you take it to a room without Wi-Fi, 2971 02:10:21,970 --> 02:10:24,520 for instance, that means it's got to be something that's 2972 02:10:24,520 --> 02:10:26,860 going to work over a phone system, 2973 02:10:26,860 --> 02:10:29,650 or it's going to require short messages, 2974 02:10:29,650 --> 02:10:32,200 or something ridiculous. 2975 02:10:32,200 --> 02:10:33,630 And if you don't have networking, 2976 02:10:33,630 --> 02:10:34,710 it's going to be like, what are you going to be doing. 2977 02:10:34,710 --> 02:10:36,650 Are you going to point a camera in a room 2978 02:10:36,650 --> 02:10:38,319 and do image capture, or something? 2979 02:10:38,319 --> 02:10:39,860 It's like some crazy things-- are you 2980 02:10:39,860 --> 02:10:42,470 going to do manual data entry? 2981 02:10:42,470 --> 02:10:44,330 That's actually a possibility. 2982 02:10:44,330 --> 02:10:46,190 Anything that you can come up with that 2983 02:10:46,190 --> 02:10:49,420 makes that game that we played in class slightly easier 2984 02:10:49,420 --> 02:10:53,120 might be beneficial for Pablo. 2985 02:10:53,120 --> 02:10:54,980 And he's guaranteed that he will use it 2986 02:10:54,980 --> 02:10:57,910 as soon as you provide it. 2987 02:10:57,910 --> 02:10:59,680 So that's an incentive right there. 2988 02:10:59,680 --> 02:11:02,530 But it is possibly, despite how simple 2989 02:11:02,530 --> 02:11:05,340 that game is, possibly one of the toughest design 2990 02:11:05,340 --> 02:11:08,019 challenges that I can see on the board today. 2991 02:11:08,019 --> 02:11:09,560 PROFESSOR 1: Up until now, we've been 2992 02:11:09,560 --> 02:11:13,240 really strict in allowing you to use specific tools, 2993 02:11:13,240 --> 02:11:14,770 use specific methods. 2994 02:11:14,770 --> 02:11:16,340 We're going to start easing up. 2995 02:11:16,340 --> 02:11:19,850 But if you break any of the rules, you need to tell us why. 2996 02:11:19,850 --> 02:11:21,250 That's all we ask. 2997 02:11:21,250 --> 02:11:23,684 If you are going to use multiplayer, tell us why. 2998 02:11:23,684 --> 02:11:25,850 If you're not going to use one of these game engines 2999 02:11:25,850 --> 02:11:28,980 that we've been practicing on for this semester, really, 3000 02:11:28,980 --> 02:11:31,090 you really need to convince us. 3001 02:11:31,090 --> 02:11:33,670 So use the office hours like [? Sarah ?] suggested. 3002 02:11:33,670 --> 02:11:34,710 Use the mailing list. 3003 02:11:34,710 --> 02:11:36,240 Talk to us during class. 3004 02:11:36,240 --> 02:11:38,040 I've already had quite a few students 3005 02:11:38,040 --> 02:11:40,290 talk to me individually, and talk to them individually 3006 02:11:40,290 --> 02:11:41,826 about these kinds of thing. 3007 02:11:41,826 --> 02:11:43,200 The rules are there to be broken. 3008 02:11:43,200 --> 02:11:47,030 But don't break all of them at once. 3009 02:11:47,030 --> 02:11:47,670 Break one. 3010 02:11:47,670 --> 02:11:50,180 PROFESSOR 3: If you're going to get rid of like the task 3011 02:11:50,180 --> 02:11:54,570 list or something like that, what are you replacing it with? 3012 02:11:54,570 --> 02:11:59,257 Tell us if you're going to be not doing daily scrums 3013 02:11:59,257 --> 02:12:00,840 because it doesn't work for your team. 3014 02:12:00,840 --> 02:12:03,580 What are you replacing that communication strategy with? 3015 02:12:03,580 --> 02:12:05,930 Because it's clearly there for a particular reason. 3016 02:12:05,930 --> 02:12:08,060 Hopefully you've seen the reason, 3017 02:12:08,060 --> 02:12:10,410 even if you haven't necessarily managed to make 3018 02:12:10,410 --> 02:12:11,780 it work on a previous team. 3019 02:12:11,780 --> 02:12:16,280 So what are you going to do in its place? 3020 02:12:16,280 --> 02:12:17,280 Sarah, did you want to-- 3021 02:12:17,280 --> 02:12:19,735 PROFESSOR 2: I think you guys covered it all. 3022 02:12:19,735 --> 02:12:22,920 About all I can do is restate the [INAUDIBLE] 3023 02:12:22,920 --> 02:12:24,610 about breaking rules. 3024 02:12:24,610 --> 02:12:27,890 And it's break rules with care. 3025 02:12:27,890 --> 02:12:30,949 We didn't give them to you just to be arbitrary. 3026 02:12:30,949 --> 02:12:32,490 We gave them to you in our experience 3027 02:12:32,490 --> 02:12:34,830 of watching a lot of students make a lot of games, 3028 02:12:34,830 --> 02:12:37,880 and make a lot of mistakes. 3029 02:12:37,880 --> 02:12:40,790 These are the big pits that people dig themselves 3030 02:12:40,790 --> 02:12:42,700 in and then climb down and wonder 3031 02:12:42,700 --> 02:12:44,730 what the heck they're doing in. 3032 02:12:44,730 --> 02:12:48,234 So if you're going to break a rule, have a plan for it . 3033 02:12:48,234 --> 02:12:49,900 Come and talk to us about whether or not 3034 02:12:49,900 --> 02:12:51,820 you think your plan will work. 3035 02:12:51,820 --> 02:12:55,130 We are here to try and support, and give you advice, 3036 02:12:55,130 --> 02:12:55,970 and help out. 3037 02:12:55,970 --> 02:12:57,970 PROFESSOR 3: I think it's fair to say that we've 3038 02:12:57,970 --> 02:13:01,320 seen every single rule that we provided actually successfully 3039 02:13:01,320 --> 02:13:04,910 broken in every single year. 3040 02:13:04,910 --> 02:13:05,667 Not all the time-- 3041 02:13:05,667 --> 02:13:07,250 PROFESSOR 1: Except for that bad year. 3042 02:13:07,250 --> 02:13:07,990 PROFESSOR 3: The what? 3043 02:13:07,990 --> 02:13:08,470 PROFESSOR 1: Except for that bad year. 3044 02:13:08,470 --> 02:13:10,178 PROFESSOR 3: Except for that one bad year 3045 02:13:10,178 --> 02:13:11,824 where every project was crap. 3046 02:13:11,824 --> 02:13:14,337 PROFESSOR 2: Don't be that year. 3047 02:13:14,337 --> 02:13:15,920 PROFESSOR 1: No, you're not that year. 3048 02:13:15,920 --> 02:13:17,240 PROFESSOR 2: You're not that year. 3049 02:13:17,240 --> 02:13:19,406 PROFESSOR 1: And Paulina was in the class last year. 3050 02:13:19,406 --> 02:13:22,460 So if you're looking for student level, what 3051 02:13:22,460 --> 02:13:24,546 was it like during this project, talk to Paulina. 3052 02:13:24,546 --> 02:13:25,420 She can help you out. 3053 02:13:25,420 --> 02:13:26,900 She can give you some tips. 3054 02:13:26,900 --> 02:13:27,862 And talk to each other. 3055 02:13:27,862 --> 02:13:29,570 That's why we do all these presentations. 3056 02:13:29,570 --> 02:13:30,270 Yes. 3057 02:13:30,270 --> 02:13:33,034 STUDENT 26: What level of polishedness [INAUDIBLE]? 3058 02:13:33,034 --> 02:13:35,700 PROFESSOR 1: We're going to talk about that through for the rest 3059 02:13:35,700 --> 02:13:36,366 of the semester. 3060 02:13:36,366 --> 02:13:38,900 What does polish mean? 3061 02:13:38,900 --> 02:13:42,000 Polished, to our eyes-- I'll talk about this on Monday. 3062 02:13:42,000 --> 02:13:44,740 But basically what we're asking for is the games you've 3063 02:13:44,740 --> 02:13:47,310 made these past two projects, that's 3064 02:13:47,310 --> 02:13:51,237 about the scope you should have think for project 4. 3065 02:13:51,237 --> 02:13:53,070 So if you thinking about that kind of scope, 3066 02:13:53,070 --> 02:13:55,280 but then you have four times the time, 3067 02:13:55,280 --> 02:13:58,020 what are you applying that time towards? 3068 02:13:58,020 --> 02:14:00,750 Polish and making sure the user experience is 3069 02:14:00,750 --> 02:14:06,930 easy to use-- it doesn't crash, it doesn't break. 3070 02:14:06,930 --> 02:14:09,640 A player can start playing and figure out 3071 02:14:09,640 --> 02:14:11,570 through the systems of the game how 3072 02:14:11,570 --> 02:14:13,510 it works, what the keys are. 3073 02:14:13,510 --> 02:14:15,960 You've got good credit screens. 3074 02:14:15,960 --> 02:14:22,700 We're not necessarily asking for an art, sound, or music polish. 3075 02:14:22,700 --> 02:14:24,920 We're not asking for indie level art. 3076 02:14:24,920 --> 02:14:27,160 We're asking for just a level below that. 3077 02:14:27,160 --> 02:14:30,810 A unified level of polish-- so everything in the game 3078 02:14:30,810 --> 02:14:34,884 has the same amount of time, care, effort being put into it. 3079 02:14:34,884 --> 02:14:36,800 PROFESSOR 3: It doesn't feel uneven and bumpy. 3080 02:14:36,800 --> 02:14:39,320 It doesn't feel like, here's this awesome soundtrack 3081 02:14:39,320 --> 02:14:42,070 with this really, really terrible art. 3082 02:14:42,070 --> 02:14:45,160 Or here's this really bleepy, 8-bit thing 3083 02:14:45,160 --> 02:14:48,540 with gorgeous, hand-painted scenery. 3084 02:14:48,540 --> 02:14:51,290 That's not cohesive. 3085 02:14:51,290 --> 02:14:53,835 We want everything to look like it's 3086 02:14:53,835 --> 02:14:56,875 on an even level of quality. 3087 02:14:56,875 --> 02:14:59,250 PROFESSOR 1: This might be a preview for future lectures, 3088 02:14:59,250 --> 02:15:00,760 but play Ponycorns. 3089 02:15:00,760 --> 02:15:02,795 Look up the term Ponycorn. 3090 02:15:02,795 --> 02:15:05,990 It's a game made by a five-year-old and her father. 3091 02:15:05,990 --> 02:15:08,480 That is actually a high level of polish 3092 02:15:08,480 --> 02:15:11,430 that I've seen happen in this class. 3093 02:15:11,430 --> 02:15:14,890 If it happens with your project, it would be really great. 3094 02:15:14,890 --> 02:15:17,970 Yes, Sissy's Magical Ponycorn Adventure. 3095 02:15:17,970 --> 02:15:19,886 PROFESSOR 2: The key thing to note here 3096 02:15:19,886 --> 02:15:23,060 is that all the assets were created by the five year old. 3097 02:15:23,060 --> 02:15:25,680 And I believe the story was also written by the five year old. 3098 02:15:25,680 --> 02:15:26,310 PROFESSOR 1: And the sounds. 3099 02:15:26,310 --> 02:15:28,390 PROFESSOR 2: And the sounds were done by her. 3100 02:15:28,390 --> 02:15:34,773 And her father just did all the coding and put it all together. 3101 02:15:34,773 --> 02:15:35,814 PROFESSOR 1: What's that? 3102 02:15:35,814 --> 02:15:39,300 STUDENT 27: $3,199 in donations to date. 3103 02:15:39,300 --> 02:15:41,790 PROFESSOR 2: If you can draw as well as a five year old, 3104 02:15:41,790 --> 02:15:44,619 you can make good assets for you game. 3105 02:15:44,619 --> 02:15:46,410 PROFESSOR 1: So we've got nine minutes left 3106 02:15:46,410 --> 02:15:48,550 for the rest of class. 3107 02:15:48,550 --> 02:15:50,865 Capture all the ideas that you wrote down 3108 02:15:50,865 --> 02:15:53,860 and mail them to videogames@mit.edu. 3109 02:15:53,860 --> 02:15:57,200 So whoever took a capture of each of these things, 3110 02:15:57,200 --> 02:15:59,250 just turn it into a text file, and mail it. 3111 02:15:59,250 --> 02:15:59,945 Yeah? 3112 02:15:59,945 --> 02:16:02,120 STUDENT 28: Somebody created a Google spreadsheet. 3113 02:16:02,120 --> 02:16:04,540 Can we all just put our pictures in there? 3114 02:16:04,540 --> 02:16:05,582 PROFESSOR 1: That's fine. 3115 02:16:05,582 --> 02:16:07,373 STUDENT 28: So we don't get million emails. 3116 02:16:07,373 --> 02:16:08,410 PROFESSOR 1: Absolutely. 3117 02:16:08,410 --> 02:16:10,040 PROFESSOR 3: Also there are a couple of students 3118 02:16:10,040 --> 02:16:11,123 who aren't in class today. 3119 02:16:11,123 --> 02:16:17,450 So they may need some-- you might need to sort of explain 3120 02:16:17,450 --> 02:16:19,512 to them what happened today and bring them up 3121 02:16:19,512 --> 02:16:21,470 to speed, especially if you are like dormmates, 3122 02:16:21,470 --> 02:16:24,030 or hallmates or something like that. 3123 02:16:24,030 --> 02:16:26,510 Please help them along and help them get ready 3124 02:16:26,510 --> 02:16:30,990 so that by Monday-- get the conversation going on online so 3125 02:16:30,990 --> 02:16:32,879 that they can at least have a clue of which 3126 02:16:32,879 --> 02:16:36,310 team to join on Monday. 3127 02:16:36,310 --> 02:16:38,460 PROFESSOR 1: The rest of the time is yours.