2013 HPG Debrief
  • link to initial google doc
  • set to view only 1/15/13
  • add further information directly onto the wiki page

HPG 2013 Debrief
Overall HPG
Volunteers
Check in process
Game Design
Safety
Queueing
Refs
Scoring
Game Play
Team Debrief
Surveys
Equipment/Supplies
Participants:
Proposals for next year’s planning following animation and lunch:



Overall HPG

Positives
  • Understand rules better
  • Yes -- for rookies if they’re working with HELPFUL veterans

Deltas:
  • HPG -- what that means to sign up -- how to play if more people on a team
  • less down time for volunteers and participants
  • possibly team building activities to help with down time - building or puzzles or something to complete as a large group
  • more signage in the front lobby - map of space (bathrooms), meeting spaces & times, what to expect from the day

Volunteers

**Volunteers need to know they can help anywhere they notice something not being done

Deltas:
  • Add field re-set
  • Other volunteers and teams -- challenges
  • Not taking initiative
  • Being bored
  • Hard to get people to talk
  • Hard to get people to meld
  • Were they intimidated?
  • Hard to get cross team communication
  • Left without telling anybody
  • Nothing for them to do
  • Bigger name tags?
  • Give people permission to help where needed

What Rick did with safety team: (some advantage being an adult instead of a peer):
  • Looked for the volunteers
  • Learned their names right away
  • Knew what was important for the job before meeting the volunteers
  • Talked about what was important -- normed them as a group
  • Talk through expectations, how it might go, when they would all re-evaluate and change if necessary (so volunteers knew they would have some input)
  • At some point all of them did something good and it was reinforced, praised, commented on

Check in process
Positives
  • list of team numbers and names to check off quicker than writing them in
  • input data directly into spreadsheet useful for creating alliances quickly
  • volunteer positions filled in well
  • mentors picked up for mentor team well
  • designated meeting spots for the various groups of volunteers and teams posted on the whiteboards - helpful for teams and volunteers at check-in table

Deltas:
  • not all teams understood they were to check in at team and hpg
  • perhaps we can combine it with team check in and then send people over for questions?
  • white boards with critical times listed right away
  • instructions for teams on collaboration and hpg strategizing - perhaps need something printed?
  • need to make it easier for other teams to help or don’t ask for help at this station
  • make sure all working the check-in area knows what is going on - the flow of the day, etc to be able to answer the questions and answer
  • extra veteran students on hand to walk the rookies and/or hpg rookies through the process (should be available at team check-in - ambassadors to rookies)

Game Design
Job description:
With other people, take the animation, field layout and rules and create a human player game with game elements, safety, rules and scoring in mind

Assistants’ job description
Need to know FRC, like strategy and games, understand the value of walking through a simulation to learn the game, work collaboratively with high intensity.

Positives:
  • printed copies of the game rules right away was very helpful. Angie designated a laptop and printer in the lobby and gave instruction on how to print once the code was known.
  • Megan (awesome job!)typing up the rules the designers were coming up with and being able to print them right away.
  • Rules written out on whiteboard
  • Had a new mentor join the merry band of designers - great to have new blood!
  • location was great
    • access to scorers
    • access to consultation with safety
    • access to the field for questions
    • accessible by others with questions, comments, or concerns
    • visible so no ‘secrecy’

Liked having the extra adults and the students involved
  • The area we met in was great -- lots of visibility and accessible to everything going on
  • Getting the paper copies of the rules at the beginning was GREAT!

Deltas:
  • highlighters for the key rules
  • How to share the information with large group of people without appropriate visual aid?

Safety

Positives:
  • great whistles provided by Yeti
  • designated safety team to work with Lee and Tom with designated mentor to help students
  • State Planning Committee gave great support and thought for safety.

Deltas:
  • Do we need a way for the students to trade out so they are not stuck all day?

Queueing

Positives:
  • Taping off large area to designate queuing space - gaffers tape is fantastic!
  • blue and red tape to mark off correct zones very useful
  • pinnies well organized
  • head queuer plus 4 to queue
  • queue set up 2 total

Deltas:
  • number each ‘team’ clearly - the tape on pinnies ineffective - not all worn the same way, don’t fit, etc
  • if using chairs again - number the chairs
  • add chairs in queueing area for teams in queue
    • clears the line of sight
    • clearly defines if appropriate number of teams are ready and waiting
    • clearly signifies the purpose of the queueing area
  • explain how and why of queueing
    • only number of people in queueing (just like drive team)
    • strategize before queueing with your team, use the time to strategize with alliance partners
    • schedule means nothing if not queueing up correctly
    • chaos reigns without proper queueing

Refs
Job description: Warning and noting down fouls as well as field reset, Head ref will probably be running around getting all the refs info together

Assistants’ job description: focus on one or two “robots” and look for fouls then help with field reset
Positives:
  • head ref in on the game design from the start and then training others - brilliant
  • great whistles provided by Yeti?
  • There weren’t many fouls or safety violations

Deltas:
  • 6 zebra shirts - mentor ref should be designated as well (only had 5 - were they large enough?)
  • We never got to hear the cool whistles.
  • The assistants were bored and did not do anything about it.
  • I think that there should be expectations that if your job is moving slowly you can help with other jobs as long as it does not interfere with your original duties
  • There should be an expectation that if you leave you should alert the person “in charge” or a person near you who will tell the person in charge

Scoring

Positives:
  • early setup good for getting a handle on this
  • open field allowed good line of site for scorers - no spectators in their way

Deltas:
  • need score counting volunteers listed - kept having to replace them
  • white boards (& markers & erasers) were not ready for the score counters - had to search them out
  • Put a table over the cord at the beginning
  • Have someone standing in the projector beam
  • scoring team wasn’t really utilized to its fullest
    • final scores, what made up the scores
    • how did the scores reflect the strategies used during each game
    • announcers could share this data ongoing
    • overall data should be brought up during large debrief
    • data shared with others (if notes taken on strategies) on wiki, etc

Game Play
Positives:
  • rolling chairs great for robots
    • differences in rolling ability similar to robots
    • allowed 2 people to be the robot
    • made it clear who the robots were
  • processional walk worked for the most part - perhaps more demonstration or practice for some?
  • Discussion on the tarp was good though a little tough for some of the adults to sit on the cement floor

Deltas:
  • schedule mentors vs mentors early on in match play
    • students learn a great deal from seeing the mentors strategy
    • mentors are not afraid to ‘go for the gold’
    • fun and gets students fired up
  • Hard to know what to do with other teams
  • Can the crowd see?
  • Team facilitator -- for each team?
  • Set expectation about what they should be doing?
  • Create a brochure about the HPG -- what it is, expectations, what it means to be a collaborative team, rules, etc. --
    • Rookies -- autonomous, terminology, etc.
    • Schedule -- so RQB could come watch and listen to the debrief
  • Big sign for information
  • Announce question table for Megan
  • How to download and what the rules / encryption code is...
  • Check in table -- hand outs
  • Break up for each alliance -- 36 -- each team gets a set of rules, they have a team building activity or rules analysis activity,
    • How do you play the game?
    • How would you build it?
  • Mentors -- need to have a game up front...
  • At the Kick Off -- an overview of the day up front
  • Debrief earlier -- even if not full
  • First round all alliances and then an open game matches -- fill with whoever wants to -- stress collaborative part of it
  • Music
  • Having a runner for the announcers to get people ready
  • Extra scoring people to collect information to give to the computing people
  • What match was playing and queuing -- hard to figure out
    • A person to track that for queuer and for other teams coming up -- maybe a big white board -- who is on, who is queuing...?
    • cards saying ‘beginning Match x’ and ‘queueing match x’
  • Trying to get the other teams talking to us and involved - maybe next year we should have a large team building challenge with all the HPG teams before the HPG
  • Wasn’t much to do before the HPG with our teams

Team Debrief

Positives:
  • Isaac running around with the mic worked as a bit of an icebreaker.
  • Sitting together on the floor instead of bleachers felt friendlier than bleachers would have.
  • Microphone much better than bullhorn.

Deltas:
  • Have each alliance come up with something positive they learned or a strategy to employ.
  • Perhaps have alliances introduce each other. (Depends on timing.)
  • Stress the fact that sharing strategies and ideas will strengthen the entire FRC program in our state and beyond.
  • Mentors need to encourage their students to speak up.
  • The cement floor (even with tarp) was a bit hard and cold.
  • Teams did not mix as well for the debrief this year. Didn’t feel the cross-team bonding like we had in 2012.


Surveys

  • How do we get more filled out?
  • Do we need to let teams know we really need them and they are available?
  • Printed 150 copies and about 50 were completed. (75/150 in 2012)

Equipment/Supplies

Positives:
  • Access to printer useful - did it get used at check-in table? if not, move to arena floor for game design.
  • Went through a lot of red and blue gaffers tape to mark the floors - could have used more
  • pool noodles ever so useful
  • overpacking does pay off sometimes :)
  • large number of whiteboards - some huge - available from Planning Committee - awesome addition!
  • tables and chairs ready on the floor
  • extension cords - most were used that were brought

Deltas:
  • Consider tables for each ‘team’ or alliance.
    • Do teams need chairs too?
    • seems like a lot of furniture moving
  • need whiteboard markers and erasers provided by a budget other than PyroTech

Participants:

Expected: 300 students actual: 250 students

Actual: 250 students + 34 mentors - so cool!

Proposals for next year’s planning following animation and lunch:


  • team building with alliances
    • goals:
      • promote the cross-team collaboration and foster communication
      • set the stage for the hpg - not quite so much waiting about for the design team
  • run 1 full round with each alliance playing one match
    • stress not leaving before the first full round complete
    • teams miss something important by not participating in the debrief
  • debrief as a large group - perhaps have students sit with their alliances?
  • run additional games with remaining teams
    • queue up as individual teams and fill the field for each match (sort of like the practice matches early in the season or queueing for an amusement park ride)
  • More information sent out ahead with further explanation of what human player game is, the goals, and the reality of how many people get to be on the field.
  • Put all the teams in their table groups and then have a mediator/gracious professionalism watcher to prevent non-gp behavior