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Part 3 · Build & test / Session 07 · Week 7 · D3 due

Low-fi prototyping: a playable-at-table loop in five minutes.

Paper prototypes exist to disprove your design as cheaply as possible. The goal today is not a polished artifact — it is a loop you can run at a table in five minutes, watch fail, and revise in ten. By end of session you will have played your own loop three times; the version you keep is the one that survived.

Contact time 180 min 3 cycles · build → play → revise
Deliverable D3 See rubric · Prototype + guide
Outcomes 5 Demonstrated, not scored
Materials Paper & tokens NO laptops for the build
01 · Learning outcomes

By the end of this session, you can…

  1. LO 7.1Build a paper prototype of one loop from your D2 in under 25 minutes.
  2. LO 7.2Run a 5-minute playtest cycle with a peer-as-proxy; observe silently.
  3. LO 7.3Revise the prototype in under 10 minutes based on one specific observation — not everything you saw.
  4. LO 7.4Repeat the build–play–revise cycle three times in a single session.
  5. LO 7.5Submit D3: the surviving version + facilitator guide v0.3 + a one-paragraph "what I cut" note.
02 · Why paper

The cheapest disproof

Every hour you spend in an engine before a loop exists on paper costs you roughly twenty hours in rework later. Paper is not a charming pedagogical exercise — it is the most efficient instrument you have for disproving a loop while disproof is still cheap.

Rule 01

No laptops during build

The temptation to prematurely formalize is too strong. Index cards, markers, tokens, a timer. That is the toolkit today.

Rule 02

One loop, not a game

You are prototyping the single loop from your D2 that carries the most risk (see Session 04 star). Not the meta-structure. Not the narrative. The loop.

Rule 03

Silent observation

When you run a cycle, you do not coach, clarify, or defend. You observe. You write down exactly what the player did and said. You will hate this.

03 · The cycle

Build–play–revise, three times

TimeActivityFacilitator cueDeliverable
00:00–25:00Build v0.1. Cards, rules on an index card, one token type per mechanic."If the ruleset runs past one card, your loop has too many parts." Walk the room; do not coach the loop, coach the scope.A runnable prototype.
25:00–35:00Play cycle 1 with a peer-as-proxy. You facilitate silently. Peer plays the loop once."Pen down if you are about to speak." When a learner defends, interrupt once; after that let them learn the lesson in cycle 2.Observation notes.
35:00–45:00Revise — pick ONE observation. Change ONE thing."What is the smallest change that moves the thing you wrote in the Did column?" Block multi-change revisions here, not later.v0.2.
45:00–60:00Play cycle 2. Different peer if possible.Rotate pairs so a peer does not see the same prototype twice. Fresh eyes expose what a familiar player will compensate for.Observation notes.
60:00–80:00Revise — again, one observation, one change."If cycle 2 looked like cycle 1, your revision was cosmetic." Push the learner to name the mechanic that changed, not the rule.v0.3.
80:00–95:00Play cycle 3.This is the cycle learners usually want to skip. Do not let them. The third run is where the loop stops being a prototype and starts being a design.Observation notes.
95:00–115:00Final revision pass. Write the "what I cut" paragraph."Name a component you removed. If you cannot, you are not done." This is the step most likely to surface scope creep from cycles 1–2.v0.4 — this is D3.
115:00–180:00Gallery walk; run the strongest loops for the full room; cross-critique.Give every table a 4-minute window and a 1-minute crit window. Enforce the timer; the discipline today is cuts, not conversation.Peer feedback log.
F
Facilitator · When a cycle goes sideways

Two failure modes recur. The coaching team — the builder cannot resist explaining the loop to the peer-as-proxy. Intervene the first time; if it recurs, swap peers across groups so the builder has no social incentive to coach. The avoidance team — the builder fills cycle 1 with "that would never happen in the real version" deflections. Hold the line: whatever happened in cycle 1 is the real version, because it is the only version that has met a player. Both failures resolve themselves if cycle 2 runs clean.

!
The one-change rule is load-bearing

The most common mistake is changing three things between cycles. When cycle 2 then goes badly, you cannot tell which change caused what. Change one thing. The others go on the "for later" list.

04 · Silent observation protocol

What to write down

While your peer plays, write on a single sheet. Four columns, pen only. You will be tempted to interpret — resist. Interpretation happens in the revise window, not during play.

ColumnWhat it capturesWhat it is not
TimeClock at the moment of the observation.
DidThe specific action the player took.Not what you wish they had done.
SaidVerbatim quote — even a fragment.Not paraphrase. Not interpretation.
Stuck?Y/N flag if the player paused > 10s or asked a rules question.Not a severity score. Just Y or N.
05 · The "what I cut" paragraph

Design is subtraction

D3 submission includes a one-paragraph note on what you removed between v0.1 and v0.4. This is graded. A prototype that grew between cycles is suspicious. A prototype that shrank is almost always stronger.

Example · What I cut

From The On-Call, v0.1 → v0.4

"Cycle 1 had four token types (evidence, time, fatigue, trust). Playtester spent 3 of 5 minutes tracking tokens rather than deciding. v0.2 cut fatigue entirely and merged trust into a single end-of-scenario score. Cycle 2 still stalled on the evidence deck; v0.3 replaced the deck with a face-up shared pile. Cycle 3 ran in 4:20 with the discrimination objective clearly visible in player decisions. Net cut: two mechanics, one ruleset page, one component type."

06 · AI touchpoint — observation critique

Did you write observations, or interpretations?

The silent-observation discipline collapses the moment you interpret. This tool reads your Did / Said / Stuck notes and flags any row that editorialized — usually by importing a feeling, a cause, or a fix — instead of capturing the observable action. It is offered after a cycle, not during. Use it to calibrate your notes before the next play.

07 · Preparation for Session 08

Before next week

Paper prototype table with cards, tokens, rules cards, and facilitator materials spread for a D3 run.
Prototype photos D3 needs the artifact as evidence, not just the write-up. The photo should show the loop in a state another person can pick up.
07 · Comprehension check — 10 min

Before you move on…

Four questions on this session's concepts. Choices lock on first click — formative only.

08 · Exit ticket

One cut you were afraid to make

Between v0.1 and v0.4, the cut I was most reluctant to make — and why I made it: