SHOCKER INVENTIVE MINDS CHALLENGE

(THE CHALLENGE: GAMIFY A FACTORY LINE)

What is industrial gamification?

Industrial gamification combines the principles of big data, analytics, IIoT, and game design to improve the performance of front-line workers.

A gamified work experience addresses three components: mechanics, dynamics, and emotions:

Mechanics define the setup, rules, and boundaries of the experience.

Dynamics describe the worker's behavior while interacting with the experience.

Emotions describe how the experience shapes worker feelings about their work tasks.

In their highest form, gamified work experiences feel like a natural part of the industrial workplace. These gamified work elements can mean measuring worker performance, providing access to learning materials, visualizing goal attainment, interacting with coworkers, earning awards, and so much more. At the end of the day, these experiences should instill worker confidence and provide workers with the proper guardrails, resources, and motivation to successfully complete their work.

During this competition, you'll get to choose how and where to apply the principles of industrial gamification inside the Smart Factory by Deloitte @ Wichita. And who knows, you might just transform the workplace of the future along the way!

Think you've got what it takes? Read the Challenge Rules and Guidelines for eligibility requriements and then click the link below to apply to participate!

Applications are Closed

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Challenge Rules and Guidelines

Applications are Closed

Challenge Topic

Gamify a Factory Line

Iterate upon an existing manufacturing process by using cognitive science and computer science to “gamify” the process and improve an underlying business metric

Submission of a video presentation of a pitch deck AND its reference architecture, along with electronic copies of the pitch deck and its reference architecture are required.

What is industrial gamification?

Industrial gamification combines the principles of big data, analytics, IIoT, and game design to improve the performance of front-line workers.

A gamified work experience addresses three components: mechanics, dynamics, and emotions:

  • Mechanics define the setup, rules, and boundaries of the experience.
  • Dynamics describe the worker's behavior while interacting with the experience.
  • Emotions describe how the experience shapes worker feelings about their work tasks.

In their highest form, gamified work experiences feel like a natural part of the industrial workplace. These gamified work elements can mean measuring worker performance, providing access to learning materials, visualizing goal attainment, interacting with coworkers, earning awards, and so much more. At the end of the day, these experiences should instill worker confidence and provide workers with the proper guardrails, resources, and motivation to successfully complete their work.

During this competition, you'll get to choose how and where to apply the principles of industrial gamification inside the Smart Factory by Deloitte @ Wichita. And who knows, you might just transform the workplace of the future along the way!

**Details regarding options for factory line gamification will be shared at the Shocker Inventive Minds Challenge Kickoff on Friday, September 20, 2024, from 1:00 PM-2:00 PM.

Eligibility Requirements

All Challenge Entrants must meet the following eligibility requirements: 

  • Must complete the Shocker Inventive Minds Challenge online entry. (Only the team's POC needs to complete the Entrepreneur entry and indicate the number of team members)
  • Must be a US Citizen or Legal Permanent Resident
  • Must be at least 18 years of age and have a valid Government issued ID
  • Must be a current full-time student enrolled at Wichita State University or WSU Tech pursing a degree in one of the colleges or programs below:
    • WSU– undergraduate and master’s level graduate students with majors in WSU’s College of Engineering, Barton School of Business, and College of Innovation and Design. Additionally, members of WSU’s eSports team, regardless of major, are eligible
    • WSU Tech– associate’s level majors in Aviation, Computer Science, Manufacturing, and Digital Marketing programs.  Additionally, members of WSU Tech’s eSports team, regardless of major, are eligible
  • Must be in good academic standing in your degree program
  • Applicant must provide student ID number to confirm current enrollment and upload a copy of your current resume. Partial applications or missing resumes will not be entered into the challenge. 
  • Applicants can submit an entry either as an individual or as a team. Teams may be comprised of up to four (4) members. Individuals and teams are encouraged to come up with a creative name for themselves/teams.

Team Entry Additional Requirements

  • All members of a team must meet all eligibility requirements
  • Teams will designate a primary point of contact (POC) for their team 
  • All official contact from the Challenger Sponsor (WSU Strategic Initiatives Office) will be directed to the team’s POC. It is the responsibility of the POC to communicate all challenge information to their team members. 
How to Enter
  • Entrants are responsible for reading the Eligibility Requirements section above first, making sure they are eligible to enter the Shocker Inventive Minds Challenge.
  • Each individual or team must complete an online challenge entry. Required resume(s) must also be attached.  PLEASE NOTE: For team entries, all members of the team must complete an application on the entry website, indicate the name of their team on the entry, and attach their resume.
  • People may only enter once, either as an individual or as a group member.  A person cannot submit multiple individual entries, be a member of more than one group, or submit both an individual entry and be in a group entry.  In the event of a person submits multiple entries, only the final received entry will be permitted, and all previous entries will be voided. 
  • Entries generated by script, macro, or other automated or mechanical means or by any means which subvert the entry process are void.  Incomplete entries, including but not limited to those entries that do not address the requirements listed above, will not be eligible.  The Strategic Initiatives office cannot be held responsible for unauthorized 3rd party use.  
  • Online entry deadline is 5:00PM CT on Wednesday, September 18, 2024. 

 

Challenge Rounds

Round 1: In-Person Events

  • SIMC Kickoff Event and Tour at The Smart Factory by Deloitte @ Wichita
    • Entrants will tour The Smart Factory and meet with representatives from Deloitte, AWS, and other industry partners. Details regarding options for factory line gamification will be shared.
  • Working Backwards Workshop #1 and #2
    • AWS team members at The Smart Factory will teach the company’s highly valued workshop series showcasing a systematic way to vet ideas and create new products. 

Round 2:  Deliverables Submissions

:   Teams (includes Individuals and Team entries) will create three deliverables showcasing their ideas for gamifying an existing manufacturing process and improving a customer business metric.

  • Pitch Deck: A PDF version of a PowerPoint or Google Docs
  • Reference Architecture: A PDF version of a schematic diagram
  • Video: unlisted YouTube video presentation link, to include team member introduction(s) and presentation of your team Pitch Deck and Reference Architecture

Round 3: Trade Show & Reception for Semi-finalists

Semi-finalists will set up table displays in a trade show fashion to showcase their entry and answer questions from industry partner judges. At the end of the trade show, entrants, judges, WSU & WSU Tech representatives, and guests can enjoy time for informal conversation and light refreshments.

 

Competition Timeline & Key Dates
  • September 18thDeadline to submit an entry into the Challenge
  • September 20th – Shocker Inventive Minds Challenge Kickoff tour at The Smart Factory by Deloitte @ Wichita Tour, 1:00PM – 2:00PM
    • Entrants will tour The Smart Factory by Deloitte @ Wichita and receive additional information regarding your options to gamify a factory line and challenge deliverable expectations.
  • September 20th & September 27th AWS “Working Backwards” Workshops on the Innovation Campus at The Smart Factory by Deloitte @ Wichita, 2:00PM – 5:00PM, on both dates
    • What is the Amazon Working Backwards method?
      • Learn how to start with the customer and work backwards!  The Amazon Working Backwards method is a customer-centric process to vet needs and concepts before the creation of products or services. It involves imagining that the product or service is about to launch, writing a press release for it, and going backwards from there.
  • November 8th – Challenge Deliverables including video presentation YouTube link, pitch deck, and its reference architecture electronic documents are due by 12:00PM CT
  • November 12th – Semi-finalist will be notified by email and invited to attend the Trade Show & Reception
  • November 14th – Shocker Inventive Minds Challenge Trade Show & Reception, WSU John Bardo Center, 2:00PM - 5:00PM 
  • November 18th – Email Notification of Winners
  • November 18th – Winners' Names & Results will be posted on the Challenge website
  • Within 30 days after announcement of winners – Checks will be issued and mailed to 1st and 2nd place winning entrants
Prizes and Enhancement Opportunities
  • First Place winner (Individual or Team) will be awarded $1500.00
  • Second Place winner (Individual or Team) will be awarded $500.00
  • Introductions and engagement with industry partners on WSU’s Innovation Campus and in the Wichita metro area
  • SIMC entrants will have exclusive access to AWS Working Backwards workshops at no cost
  • SIMC Challenge entry provides entrants a solid resume/portfolio product for internships and future career opportunities
Contest Rules

The following rules are binding throughout the entire duration of the Shocker Inventive Minds Challenge

  • Participating in this competition indicates that entrants accept these rules and regulations and agree to abide by them. Wichita State University reserves the right to disqualify any individual, team and/or team member they believe are not abiding by the rules of the Challenge.
  • All deadlines and guidelines for submissions must be met  
  • Entries must represent original work of individuals or the respective team members
  • People with access to entry materials containing personally identifiable information (PII) include staff from WSU’s Strategic Initiative Office (Sponsor).  The Strategic Initiative’s office reserves the right to share PII with industry partner judges AWS and Deloitte Professionals at The Smart Factory by Deloitte @ Wichita.
  • The names and photographs of contestants and brief descriptions of their entries may be used in media coverage or promotion of the Shocker Inventive Minds Challenge by WSU, AWS, The Smart Factory by Deloitte @ Wichita, or WSU Tech
  • Student conduct and challenge content submissions must follow the Student Code of Conduct Policies from the student’s respective school.  WSU Policy 8.05 and WSU Tech’s Policy 3-01, both set forth their respective institution’s expectations for student work and behavior.
  • Content cannot defame or misrepresent Wichita State University, AWS, or The Smart Factory by Deloitte @ Wichita or WSU Tech or any of their people, products, or companies
  • Content cannot contain copyrighted materials owned by others (including photographs or images published on or in websites, television, movies, or other media) without permission
  • Challenge judges from AWS, The Smart Factory by Deloitte @ Wichita, and other industry partners reserve the right to reach out to entrants with an opportunity to apply for competitive paid internships in the Spring 2025 or Summer 2025 semesters.
  • Wichita State University reserves the right to amend, change/clarify rules, or cancel the challenge
Judging Criteria

Round 1: In-Person Events = 25%

Attendance

  • On time, Positive Attitude, Prepared
  • Follows safety protocols, stays with group & in assigned areas

Participation

  • Attentive, follows instructions
  • Shows an understanding of materials and instructions
  • Responds to questions

Engagement

  • Prepared for event/class, understanding of objectives, completed any pre-work or assignments
  • Showing interest & positivity,
  • Engages in discussions with The Smart Factory staff and AWS Workshop facilitator
  • Engages in discussions within group
  • Engages in discussions and within event/workshop

 

Round 2: Deliverables = 51%

Pitch Deck = 17%

  1. Problem Identification - Does the pitch deck clearly identify the specific problem or opportunity being addressed, and provide data-driven insights to support the problem statement?
  2. Customer Understanding - Does the pitch deck demonstrate a deep understanding of the target customer segment, their needs, and the insights that informed the proposed solution?
  3. Solution Proposition - Does the pitch deck present a well-defined and compelling solution to the identified problem or opportunity, and justify why it is the right solution?
  4. Customer Experience - Does the pitch deck effectively communicate the most important benefit of the proposed solution and describe the end-to-end customer experience?
  5. Success Metrics - Does the pitch deck outline a clear plan for measuring success and establishing a mechanism to test future iterations of the solution?
  6. Clarity and Persuasiveness - Is the pitch deck well-structured, visually appealing, and presented in a clear and persuasive manner that effectively communicates the value proposition to potential investors or partners?
  7. Feasibility and Scalability - Does the pitch deck demonstrate the feasibility and scalability of the proposed solution, addressing potential challenges and risks?
  8. Innovation and Differentiation - Does the pitch deck highlight the innovative aspects of the proposed solution and clearly differentiate it from existing alternatives or competitors?
  9. Adherence to Guidelines - Does the pitch deck adhere to the specified guidelines, including the suggested number of slides (5-7) and the overall format and structure expected for a pitch deck?

 

Reference Architecture = 17%

  1. Clarity and Comprehensiveness - Does the diagram clearly and comprehensively represent the proposed solution, including all relevant components, services, and their interactions?
  2. Alignment with Gamification Principles - Does the architecture effectively incorporate the principles of industrial gamification, such as mechanics, dynamics, and emotions, to enhance the manufacturing process?
  3. Scalability and Flexibility - Is the proposed architecture designed to be scalable and flexible, allowing for future growth and adaptability to changing requirements?
  4. Security and Compliance - Does the architecture address relevant security and compliance considerations, such as data protection, access controls, and regulatory requirements?
  5. Cost-Effectiveness - Is the proposed solution cost-effective, leveraging AWS services and resources efficiently while minimizing unnecessary expenses?
  6. Innovation and Creativity - Does the architecture demonstrate innovative and creative approaches to gamifying the manufacturing process, showcasing a deep understanding of the problem and the potential of AWS services?

 

Video = 17%

  1. Introduction and Team Presentation: Does the video provide a clear and engaging introduction to the team members, their roles, and the overall project?
  2. Project Overview: Does the video effectively explain the project's objectives, the manufacturing process being gamified, and the underlying business metric targeted for improvement?
  3. Creativity and Innovation: Does the video showcase creative and innovative approaches to gamifying the manufacturing process, incorporating principles of cognitive science, computer science, and game design?
  4. Visualization and Presentation: Is the video well-structured, visually appealing, and easy to follow, with clear explanations and effective use of multimedia elements?
  5. Reference Architecture: Does the video adequately present the reference architecture for the proposed gamification solution, including its components, interactions, and technical details?
  6. Feasibility and Impact: Does the video demonstrate the feasibility and potential impact of the proposed gamification solution on improving the targeted business metric and enhancing worker engagement and performance?
  7. Clarity and Coherence: Is the overall presentation clear, coherent, and convincing, effectively communicating the team's vision and the value proposition of their gamification solution?
  8. Time Limit: Does the video adhere to the specified time limit of three to five minutes?

 

Round 3: Trade Show & Reception = 24%

 

  1. Does the team's approach show creative ability and originality to solving the problem?
  2. Did the team's member(s) clearly discuss their project, explaining their procedures and conclusions?
  3. Were important phases of the project presented in an orderly manner?
  4. Was a procedural plan for obtaining a solution evident?
  5. Were results presented in a clear manner?
  6. Were team conclusions supported by adequate data?
  7. Is the team's solution workable?
  8. Would a potential user find the team's solution acceptable and economically feasible?

 

Judges scoring in the VentureDash platform will use a Likert Scale system: poor, minimal, sufficient, above average, and excellent.  Judging will occur after each event or deliverable submission. The SIMC Challenge will not publish live scoring, nor show a leaderboard during the Challenge with entrants’ places.

 

Tie Breaker Rules

  • In the event of a tie for 1st place, total prize money for both 1st and 2nd places will be combined and split evenly between the two entries and 2nd place will not be awarded 
  • In a tie for 2nd place, prize money for 2nd place will be split evenly between both entries 
  • Honorable Mention: At the discretion of the judges, other entries showing good ideas, quality of deliverable, and/or good in-person interactions with judges may also be recognized. No prize money will be awarded to Honorable Mention entrants, but their name(s) will be published on the SIMC Challenge website List of Winners.
Winners

Wichita State University will issue a check within 30 days of the announcement of winners to individual and/or all team entry members. For team entries, checks will be issued in equal amounts.

Taxes on any prize monies will become the responsibility of the challenge winner(s). Winning students who receive financial aid should also speak with a school financial aid staff member, who can determine if it will impact their federal financial aid award.

Team names, along with member name(s), will be posted on the Shocker Inventive Minds Challenge website within 3 business days of the winner's notification 

Legal Notices

Open only to full-time students in good standing at Wichita State University and WSU Tech during the current semester.

Wichita State University student entrants must have declared majors within the following programs: College of Engineering, Barton School of Business, and College of Innovation & Design.  Additionally, members of WSU’s eSports team, regardless of major, are eligible.

WSU Tech student entrants must have declared majors within the following programs: Aviation, Computer Science, Manufacturing, or Digital Marketing.  Additionally, members of WSU Tech’s eSports team, regardless of major, are eligible.

By participating, student entrants agree to be bound by all Challenge Rules & Guidelines.