Activity Team/Development Sprint: Difference between revisions
m New page: {{draft}} == Introduction == This is a (under-development) plan for a 4-week Activity devlopment cycle using a deployment with liasons and a remote/distributed development team. The end ... |
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== Introduction == | == Introduction == | ||
This is a (under-development) plan for a 4-week Activity devlopment cycle using a deployment with | This is a (under-development) plan for a 4-week Activity devlopment cycle using a deployment with liaisons and a remote/distributed development team. The end product will be a tested and deployed curricular unit based around a Sugar Activity (or Activities), with supporting materials/webpages and Activities developed as needed. | ||
We're currently in planning stages getting all the teams involved together, and should kick off with a deployment in the Philippines sometime in | We're currently in planning stages getting all the teams involved together, and should kick off with a deployment in the Philippines sometime in April/May 2009. Regular classes in the Philippines start in June. This page will change regularly; add it to your watchlist and stay tuned if you're interested. | ||
== Development schedule == | == Development schedule == | ||
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The schedule is based on weekly cycles, with a meeting between deployment and development teams at the start of each week, and an email check-in at the end. | The schedule is based on weekly cycles, with a meeting between deployment and development teams at the start of each week, and an email check-in at the end. | ||
=== Week 1: Requirements and | === Week 1: Requirements and Design === | ||
Meeting: Kickoff, have a big chat with teachers and developers where the teachers drive the meeting and talk about what they're trying to teach, what their goals and constraints are; engineers and designers ask questions and try to come up with requirements. | Meeting: Kickoff, have a big chat with teachers and developers where the teachers drive the meeting and talk about what they're trying to teach, what their goals and constraints are; engineers and designers ask questions and try to come up with requirements. | ||
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Then go off for a frantic week of prototyping and brainstorming multiple implementation ideas, designers storyboard a lot, make some template games (likely with ugly code and graphics) | Then go off for a frantic week of prototyping and brainstorming multiple implementation ideas, designers storyboard a lot, make some template games (likely with ugly code and graphics) | ||
=== Week 2: | === Week 2: Single Prototype refinement === | ||
Meeting: Teachers give feedback on the multiple designs, and pick one, describing how they'd see the Activities used in their classrooms. | Meeting: Teachers give feedback on the multiple designs, and pick one, describing how they'd see the Activities used in their classrooms. | ||
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The week is spent coding the backbone of the Activity, and that's when the artists start doing their work on the actual game graphics, and the content writers / curriculum folks start writing actual lesson plans. | The week is spent coding the backbone of the Activity, and that's when the artists start doing their work on the actual game graphics, and the content writers / curriculum folks start writing actual lesson plans. | ||
=== Week 3: | === Week 3: Student Alpha testing === | ||
Meeting: introduce the students to the development team. The students are facilitated by the teachers and by local techies who know about software user testing. | Meeting: introduce the students to the development team. The students are facilitated by the teachers and by local techies who know about software user testing. | ||
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Note that the students enter the picture halfway through this cycle because we're assuming we're working with young children - 7 and below. Older students, or students with teachers willing to facilitate and guide their feedback, can participate in the entire cycle. | Note that the students enter the picture halfway through this cycle because we're assuming we're working with young children - 7 and below. Older students, or students with teachers willing to facilitate and guide their feedback, can participate in the entire cycle. | ||
=== Week 4: | === Week 4: Code Freeze and First Deployment === | ||
Folks on the ground deploy, developers sit back and work on documentation of the project so that others can use what they've built. | Folks on the ground deploy, developers sit back and work on documentation of the project so that others can use what they've built. | ||