Evaluation '04

Booth Meeting/ Evaluation

Date: 24th April 2004 (Saturday) Time: 11am – 3pm Attendance: Jiexiang, Dianne, Letch, ZhiJian, Justin, Kevin, Teng Ji, Xinyu, Ning Sung, Ai Qi Venue: Winthrop Apartment 1 Agenda:

  • Evaluation of Spring Carnival 2004

Important Dates:

  • Early November, late October Carnival committee should be out
  • 1st meeting and theme should be out
  • Get ready by then!

SSA:

  • To follow up on the cage’s stuff:
  • Working area
  • Storage area
  • Take 3 prompt effort: SSA, ASA, TSA
  • See the school administration in person and press them on

Quarter Master/Stock:

  • Sort out nails and screws
  • Screws are good
  • Fasteners use for walls
  • $50 budget for QM to organize tools
  • Things to buy:
  • 2 Cordless Drills
  • Key for drills
  • Circuit breaker? Earth leakage
  • Extension cords
  • Strippers (Electrical)
  • Electrical equipments (TJ and Xinyu to help next electrical I/C)
  • Tool box, table and shelves (consider using crates)

Decor:

  • Materials:
  • Don’t know what materials are available and their prices
  • Concentration was on 2 ½ D
  • All glued together so can’t leave a space between object and wall
  • Not “real” enough (not as good as expected)
  • Should use different distances from the wall
  • Bad:
  • Usage of space was not good enough
  • Too much focus on use of plywood
  • Too sparse
  • Too much focus on details and stanzas (should still focus on details)  took up too much time and inefficiency
  • Décor put up too late (due to walls being put up too late) therefore realization of sparseness of rooms was also late
  • Painting of floors and kicking of things
  • Trying to make it too nice
  • Good:
  • Focus on details
  • Idea of confused rhymes (but others might not find it so)
  • Did 2 D layering work?
  • Yes if more layers of 2D
  • But time and effort spent was huge
  • Tools matter
  • Images are better than text
  • 3D better than 2D
  • Technical vs understanding what the booth is at FIRST GLANCE. (good e.g. Apple, Sigep Sesame Street)
  • Things to consider for next year:
  • NEVER use markers on plywood as the color runs
  • Use liquid nails (very fast and saves time but a big no-no for environmental)
  • Use ready-made things
  • What kind of aesthetic you want (this year was cartoon effect)
  • Use other types of materials such as cotton for stuffing
  • Use fabric and stuffing (plastic bags and cotton)
  • Use 3D stuff to block your way
  • Have a path
  • Get opinions from others (non-décor people) and talk to outside people
  • Perspectives: build 3D model
  • Always consider the time taken to do the thing vs effect expected
  • Don’t build what people don’t see
  • Have something memorable (2003’s flying worms)
  • Impact and overall impression
  • Progression important to for experience
  • Vision: what we want people to see
  • Practicality: Get people to see what we want them to see
  • Cute image if there’s not enough fun and manpower
  • Focus on both kids and adults
  • IMPRESSION: 1st 2 seconds of impression counts
  • External floor space: consider using walkway and more décor
  • Size of rooms (visualization): Use programs to help visualize

Electrical:

  • Good:
  • Fast progress
  • Better with 2 people working together
  • Bad:
  • Trips (don’t know the reason)
  • Power switch doesn’t help (To ask others for usage of power switch)
  • Consider using natural lighting (not boxed up like this year and previous years)
  • Consider using tubes of light (rope light: e.g. tree house)
  • Modify roofing such that electrical could be build into structure (during prefab period)
  • Build birdcage before move on (to protect the main circuit)
  • Need more extension cords
  • Do NOT tell the carnival committee to get back electricity during power trips
  • To get new equipments such as strippers: Teng Ji and Xinyu to get with the next electrical I/C next year.
  • Servo (good):
  • Got Mark to help building it
  • Servo (bad):
  • Didn’t test it ahead of time (even if it is simple)
  • Should have taped it up
  • Should not have let anyone touch it
  • Should have stated “fragile” on it
  • Problems with getting power through
  • Consider using pieces of metal
  • Do not get too much electronic stuff
  • Keep moving parts simple
  • 1 person to be dedicated to do electrical stuff (ask friends for help)

Game:

  • Fire effect was not important
  • Lights were too far away and don’t correspond to the game board
  • Placement of “fire”
  • Not worth the effort
  • It would be easier without the lighting
  • Possible modification to the game that could be made: Have a wooden stick with “flame” sliding at the end/edge
  • Reduce complexity of game
  • Changing of game and design issue (communication between game, décor and structure)
  • Bad:
  • Did not think enough about game (left to games people only)
  • Players felt “underwhelmed”  no sense of achievement felt
  • Game design started too late (partly due to change of game)
  • Too much time spent on the blocks
  • Good of mechanical: more involvement (deals with psychomotor)
  • Last year’s game was good (dropping of ping pong balls)
  • Things to note for next year:
  • Think about the game earlier in d brainstorming and planning process
  • Place more emphasis on game ( it is after all a Games Booth)
  • Note the area of focus of the game: on the part you’re working with
  • Focus on game play
  • Simplicity
  • Focus
  • Consider just movement and velocity
  • Charging of game
  • Precision within range
  • Make it rewarding
  • Make it not too simple
  • Game design should start early
  • Good games: shoot the cookie to cookie monster

Structure:

  • Do NOT buy plywood
  • Consider buying Particle board instead
  • Good:
  • Structure is similar to last year’s
  • Standard is there
  • Choice of cornet plot is good even though there are more facets to do (more space to use)
  • Bad:
  • Partly restricted by re-use of doorways
  • Pitched roof could be better
  • Leaking of roof
  • Things to note for next year:
  • Don’t use blue ink for labeling (cannot see at night)
  • Consider using color code, duct tape for labeling
  • Choose near Blitz booth and corner plot (plots are not too important)
  • Number of rooms (reduce? To be considered during design stage. More surface area to be covered
  • Do not drill too deep for fasteners etc
  • Precision: could be less precise
  • Use fabric ceiling instead of OSB
  • Fabric ceiling is cheap and easy
  • OSB is heavy
  • Use tar paper, duct tape and fabric to prevent leakage of roof

Overall impression:

  • Idea of walking through is good but not pushed far enough
  • Fire room not different from the rest enough (feel was low)
  • First three rooms are about the same
  • Look at the awkward angles in the walls and wrong levels. Just have to feel comfortable
  • Narrowness of path to make you feel enclosed and the sense of urgency
  • Number of rooms depends on type of booth you’re building
  • Space organization is important
  • Design and usage of things
  • This year’s design is too precise and squarish: limited by design of house
  • Things to consider next year:
  • Do not need to be too detailed

Presentation and Judging:

  • Not everyone could squeeze into the booth
  • Things to consider next year:
  • Enter the booth before the judges
  • Elaborate on the booth and details
  • Judges mark the interior then the exterior: Show best point of view after stepping out of booth
  • Get someone passionate about booth to present
  • Present best points only
  • Script: Note what could have gone wrong and think of what to say

Organization:

  • Always email about what’s happening to boothbroth
  • State the meeting agenda and send to wiki
  • Booth Chair and department ICs
  • Do we have the manpower to have so many ICs?
  • Consider Chair, secretary, electrical, structure, group of décor as opposed to 1 décor
  • Take on different roles before and after move-on (e.g. electrical chairs)
  • One person does one thing vs working in pairs
  • Integration
  • Both chair, graphics chair, games chair should integrate so that style continues
  • 1 person to keep everything synchronized
  • Commitment of time
  • Miscommunication results in time wastage
  • Booth chair to lead the committee and ask other people for help
  • Delegation of work: results might be different from expected outcome
  • Group mechanics is important
  • QM to come down once every 3 hrs to keep stock of equipment (dependability)

Logistics:

  • Use milk crates to store tools etc and label them

Manpower:

  • Shortage
  • Too few freshies, upperclassmen were too busy
  • Call and not just email
  • Upperclassmen do not know the situation
  • Call friends for help
  • Bring them into booth and work together
  • Ensure that help from sophomores is gathered and is followed through the following years
  • SSA committee:
  • Should put in the effort to ask for help
  • President should give personal emails to SSA
  • Balance (committee members should cover up for each other for duties)
  • Midway watch: call for help personally
  • Getting people to bring food for a while could “attract” them to stay longer to help
  • If there’s too bad a manpower shortage, downsize what you’re doing
  • Treasure people who came down and not who’s not around
  • Take initiative, be nice and pushy
  • Organize people, talk to them arrange the time per week and man hours available for working
  • Plan out work schedule and stick to it
  • Make things easy for people who are down to help
  • Delegation of work and manpower during midway should be noted

Important things to remember:

  • Be Prepared not to do booth in 2005
  • Project the right image to the juniors (not a freshies thing)
  • Live by example
  • If we do not do booth, do something else in replacement of it
  • INSPIRE the new batch

Why do we do booth (as a group):

  • Build it because we know that it’s good
  • Adversity
  • Attitude

Miscellaneous:

  • Frames, plywood and game frame to be moved away, disassembled and stored
  • Extra plywood to be thrown away
  • Could email everyone about the game and ask for opinions
  • Entertainment value could be increased (Policeman example. Role play)
  • Themed (down to clothes and speech for person manning booth)
  • Draw excitement curve of the booth (EXPERIENCE: spread out of excitement)
  • As you walk through the booth there should be a high, low, high, finish level of excitement
  • Organization: should place more emphasis on game (at least 30% of competition)
  • Having a mascot helps
  • Have a very good MASCOT and very good GAME
  • Get more manpower
  • Impact and overall impression is important (Jack is a little weak)
  • Usage of DIFFERENT MATERIALS
  • It is the process that counts