ShipIt Days are an excellent opportunity to tackle that one great project you have been dreaming of. Or maybe you finally want to try that new shiny framework or clever technology that you have been ogling for a while. For us, our third edition was a huge success. This got us thinking about what we did well and where there is still room for improvement.
Whether you are still coming up with a project or already defining its scope (more on that later), we have some tips for you that make for a great ShipIt experience.
In 2016 we had our first ShipIt Day ever. More than expected, it proved to be a means to use our brain cells even more creatively. So this year we’re doing it again!
The main rules of the 24-hour ShipIt Day? All participants have 24 hours to make something shippable, together, that will benefit the company as a whole. Management will leave the building and, after those 24 hours, they will serve us some outstanding home-made spaghetti.
The CurveFever project is a multiplayer "snake" game that uses some of the latest webtechnology. Smartphones are used as controllers, while a big, projected "main screen" serves as the playing ground.
As you could read in one of our previous posts, a few weeks ago Foreach organised a two-day period where employees could pick projects they wanted to work on. The only requirements were that it had to be useful and ‘shippable’ after two days.
Because nobody likes an empty or almost empty coffee can and we were tired of the discussions when the coffee has to be refilled, we decided to build a detector that tells us when exactly we need to make new coffee.
This post describes how we did it.
On Thursday 14th and Friday 15th of January, we organized our very first Ship It Day. "What's that?", you might ask. Well, it's essentially a 24-hour period in which the employees can work on projects they thought up themselves and go off the grid for customers. Don’t worry, the customers were warned. Ship It Day was an opportunity for our people to focus on unbillable passion projects in small teams as long as they could create something shippable afterwards.