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|[[attachment:Demo Day schedule 18 Oct 2013.xlsx]]|
Demo Day "Out of Control"
Demo Day version of Friday 18th October 2013
Vision of Demo Day Team: unanticipated feedback
The Demo Day of Friday 18th October 2013 is open for all visitors such as clients, students and coaches of other Themes, etc. As other Themes are engaged in their own days, we focus primarily on an internal function of the day for the Theme. Given this background the Demo Day Team has developed the following vision:
the Demo Day of "Out of Control" (OoC) enables students to gather unanticipated feedback on an experience of approx. 2 minutes they provide.
Feedback then fuels reflection on current project work and enables the student to direct their own learning. We acknowledge the limitation of the Demo Day: most experiences will not be in their envisioned context which limits the experience. Participants providing feedback can benchmark their own work and/or can get inspiration. Especialy to direct own learning, we foresee that teams/students may need help to take further steps in practice, so we will organise this.
See the section 'Grounding' for further background how we came to the unanticipated part.
Pitch of format OoC Demo Day
The Demo Day team proposes the following format, ultra short:
Demo Day Part I: in the morning obtain unanticipated feedback
after the lunch break attract people for Part II
- Demo Day Part II: in the afternoon facilitates the transformation of feedback into next (creative) steps in your project with help of others in OoC
More detailed format OoC Demo Day
Each student/team has his/her 'Demo Place' ready before 9.00, so in practice on Thursday. We provide only a list of points to take into account, no strict rules on guidelines, posters, etc.
The format in with a few more words is:
OoC Demo Day Part I: 9.00-13.00
As said, in our vision, we want to maximize the chance students will receive unanticipated feedback. Thus OoC Coaches are expected to be present for visits in the morning especially to students/teams they do not coach.
Students/teams are visiting each other according to a schedule (see below for the schedule). Basically we'll split the group of all OoC students in 'smart halves' so 50% will visit the other 50% and vice versa. As all B11 students have seen each others work frequently it does not make much sense to have them visit each other. We assume that other projects have seen each others work to some extent. We know that B32 and Masters would like to see each others work and give feedback. So, we'll subdivide the group with this in mind.
OoC Demo Day Lunch Break: 13.00-13.45
OoC Demo Day Part II: 13.45-16.00
Right after the lunchbreak you can attract people to help you between 14.00-16.00.
Students/teams are invited to shortly pitch their project & the main feedback & what they would like to focus on with a small group. In 4 rounds of 30 minutes the pitchers can work with a variety of students and coaches to transform the received feedback into a concrete action plan together with creative new insights.
So, each 30 minutes students and coaches are working in small groups focusing on your project, so you'd better prepare a good pitch. If you face similar issues as another pitcher, it may be wise to join forces with that person.
Space & Time during Demo Day
This map can serve as a general overview. For specific timeslots that are not indicated, check the Excel file Demo Day schedule 18 Oct 2013.xlsx.
An issue we touch upon in the issue is the problem of raising expert questions without having domain knowledge. We reason that students (should) have collected feedback from clients, experts and other stakeholders already in the weeks before the Demo Day. Phrased differently, the student has already done effort to phrase expert questions on the verge of their domain knowledge. The Demo Day then is a way to maximize the chance of unanticipated perspectives a.o. expert feedback that is valuable for the student.
In terms of Vygotsky's learning theory, the Demo Day serves as a 'Zone of Proximal Development' where the 'More Knowledgeable Other' is likely to be met and where guidance can be given in context. In terms of Lave's learning theory, students and other visitors reaffirm their belonging to the 'Community of Practice of designers in a technical university'.
- Wild idea: Out of Control will have a bouncer to remove students without prototypes that can be experienced in 1 minute or less.
In general, some sort of a "bouncer/butler" to welcome people to the space and to recommend projects is interesting; also from a crowd control point of view
- Even wilder idea: we release two angry lions. The last prototype standing will get €250
- Less wild idea: we will have a simple distribution system for visitors upon entrance of the Theme in order to maximize the chance for each student to obtain feedback; think of a card system
- Less wild idea: we will have a referral system so visitors are referred to others upon a demand for expertise
- Less wild idea: visitors will be addressed to provide feedback from a role like 'Expert', 'Potential end-user' or 'Devils' advocate'
Maybe in combination with the "six thinking hats" , although this limits the type of feedback one can give.