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Farm Hack Manchester

Squirrel Nation
October 24, 2015

Farm Hack Manchester

We organised a Farm Hack as part of the Manchester Science Festival - these are the updated slides from the event.

Squirrel Nation

October 24, 2015
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Transcript

  1. FARMHACK Manchester, 24 Oct 2015 #wearefarmers #Farmhack #MSF15 ! WIFI:

    MSP-PUBLIC ! @farm_lab Instagram: squirrelnationhq
  2. Schedule 1100 - Arrival & Welcome 1130 - Team formation

    1145 - Sprint 1 - Identify the problems 1230 - Lunch 1315 - Sprint 2 - User journey 1400 - Sprint 3 - Mapping ideas 1510 - Refreshments 1530 - Sprint 4 - Designing your prototype 1700 - Pitches 1800 - Close & drinks
  3. Code of Conduct Our FarmHack is dedicated to providing a

    harassment-free experience for everyone, regardless of gender, gender identity and expression, age, sexual orientation, disability, physical appearance, body size, race, ethnicity, nationality, religion, previous hackday attendance or computing experience (or lack of any of the aforementioned). ! Value all expertise in the room & enable contribution from everyone
  4. Farm Hack Design Principles Biology before steel and diesel Holistic

    approach Designed to empower owner of tool to use, modify and improve Designed for transparent function Modularity Adaptability Design for Disassembly Design with replicatbility in mind Use of “off the shelf” or commonly available components, or components that are or can be repurposed ! http://farmhack.org/wiki/design-principles-farmhack
  5. Team Formation 1130-1145 Divide up into: - farmers, designer/artists, technologist

    and wildcards - share your passions, knowledge and skills on a flip chart - 1 minute stand up ! Farmers Problems - Farmers share a problem - Network to form a team around a farmer with representation from each perspective
  6. Sprint 1 Identify the problems - 1145-1230 • Teams, ask

    your farmer questions to find out more about the problems • Write each problem on a post it note • If you have more than one problem, vote with dots to arrive at one problem the team can work on • Write up the problem and what success will look like to the farmer if solved • 30 second stand up to share the ‘problem & success’ • Feedback from the room
  7. Sprint 2 User journeys 1315-1350 • Take your chosen problem

    and map out the steps involved in the task • Visualise the journey on flip chart paper • 1-minute stand up per group at 1345
  8. Sprint 3 Mapping ideas 1400-1500 • Find areas for improvement

    along the user journey, map your ideas along the user journey using post it notes • Where are the pain points? • Check if a solution already exists in the Farm Hack catalogue http:// farmhack.org/tools - do you want to improve a concept or start from scratch? • How well does the idea work with the design principles? • Prepare for a 1-minute standup
  9. Team Roles Farmer • Represents the user with the problem

    to be solved or the product to be developed ! • Decides WHAT is needed to address the problem in terms of features & functionalities: What is critical, desirable or extra? ! Development team ! • Decide on HOW to best deliver the critical features & functionalities and if there is available time the desirable/extra ones? ! Support team ! • Support the product owner and development team by removing impediments and providing specific technical support
  10. What equipment at FabLab The Shop Bot - A larger

    computer-controlled milling machine, for making much larger parts ! A vinyl cutter, to produce stencils, flexible circuits, and antennas ! Laser cutter – used to accurately cut flat materials such as plastics, wood, textiles. Easy to use
  11. What equipment at FabLab A range of tools – hammers,

    saws, screwdrivers, drills, chisels etc ! ! 3D printer – used to rapidly prototype products – uses ABS plastic to create working, moving solid plastic parts from 3D virtual designs ! !
  12. What equipment at FabLab !   Computer-controlled sewing and embroidery

    machines Electronic components and tools, oscilloscopes, function generators A precision (micron resolution) milling machine to make three-dimensional moulds and surface- mount circuit boards Computer-controlled sewing and embroidery machines
  13. Sprint 4 Designing your Solution/ Prototype 1530-1700 • Arrange tasks

    to everyone in your team • Come up with a hypothesis (product + service = success) • Develop a pitch of 5 minutes max to explain your idea, solution and why this will be useful for the both farmer and customers • Draw up a list of resources
  14. Pitches 17.00 - 17.30 • 5 minutes per team •

    Feedback from around the room from those with ‘fan’, ‘builder’ and ‘farmer’
  15. Feedback The Fan • Listen to the pitch in the

    role of someone who loves the idea • Identify two or three particular characteristics of the offer that you feel work particularly well • NB avoid temptation to improve the offer ! The Builder • Build on the presented ideas • Offer “yes, and…” as opposed to “no, but…” • Make connections the presenter may have missed The Customer • Listen to the pitch in the role of the customer • The customer should be identified as part of the pitch • If the customer is not made clear, say so and react as whom you think the customer might be ! CIDA-CO http://cidaco.org