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| == Introduction == | | == Introduction == |
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− | 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 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. | + | 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. |
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− | We're currently in planning stages getting all the teams involved together, and should kick off with a deployment in the Philippines sometime in March 2009. This page will change regularly; add it to your watchlist and stay tuned if you're interested. | + | 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. |
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| == 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. |
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− | === Week 1: Requirements and design === | + | === Week 1: Requirements and Design === |
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| 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) |
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− | === Week 2: single prototype refinement === | + | === Week 2: Single Prototype refinement === |
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| 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. |
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− | === Week 3: student alpha testing === | + | === Week 3: Student Alpha testing === |
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| 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. |
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− | === Week 4: code freeze and first deployment === | + | === Week 4: Code Freeze and First Deployment === |
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| 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. |