Ryan's Weekly Roundup

At the MDM we are learning how to create, but, and perhaps more importantly, to create within the context of industry -the world of budgets and deadlines, clients and customers.  It is expected that we are both experts in the thinking and the action that is required to deliver on time and on budget. As we go further down the rabbit hole of our industry projects, the need for systems and structure that foster the successful execution of our projects increases.

It was in that spirit that we spent last Thursday and Friday in an all day workshop with Tom Wujec from Autodesk. We kicked off last semester with a team building and creativity workshop and again we kicked off this semester with a HAWT Design Workshop.  The workshop is designed to help us find the sweet spot between creation and execution. To navigate the pendulum which swings between wild brainstorming and focused production.

The workshop was structured like a funnel. The walls of both classroom one and two were papered; over the course of the workshop we covered every inch with bright colours, diagrams and the odd doodle.  On the first day we focused on the big ideas, the context of our projects – brainstorming.  By the end of the day one we had started to focus our thoughts using a persistent framework that required we answer some fundamental questions about our project. Develop a mission statement.  There was significant emphasis on creating a common language for our teams and using visual cues to maintain that focus throughout development.

From this more focused place we then started to drill in to the specific tasks that are needed to get the job done. Eventually breaking down the process into a series of design cycles which will guide us over the coming weeks.

The most salient aspect to me was the notion that there are many paths to clarity. We analyzed and discussed different management styles, particularly the difference between a top down waterfall model and an agile model. The agile model is based on a circular path: clarity -> design and build -> field test until the product meets expectations or deadline arrives.  It is this iterative model which we will implement in our production process.

An important take away for me was understanding and appreciating the uncomfortable and overwhelming feelings that often emerge at the beginning of the creative process. It is through refinement that we can really dig in to what we need to do to get the job done.  

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Team Switcheez pictred with a physical model of their game.  

From left to right:  Lulu Zhou, Christine Jung, Ian Verchere (faculty advisor), Yingyun Shao, Felwa Abukhodair, Bryan Clarke