Today you have learned about that you can design hardware for a game very cheap, very easily, very fast, as long as you are creative. This should not be a problem, as you are artists!
Secondly, you learned that in order to create better games it helps if you get to the essence of things. How do you get there? An easy way for you is to ask the 'sports' person in your team to take you along to his team/club/class and interview people what they feel when they are participating. You can then go back and design for this 'feeling'.
Example: You interview surfers, and they might tell you they get a high when they have only seconds to decide what to do, after minutes of calmness waiting for the next wave. Then you can design for this high, as you know you need the calmness to get there, and you'll add a timer so that the time pressure is also there. And then you use this as a guide for every decision you make: "Do we need X in our design?""Well, does it help to support the high? Does it support the calmness?"Does it support the time pressure?".
Because during your design (and real life), you will have to make compromises, and its important to have a guide to make the right decisions. So think about your essence of your game first before you think about implementation.
Thanks again for the first 2 presentations! You have seen how quickly time runs, so, next week's teams, focus on only a few (1-2) points in the paper (skip what you do not think is important), it's okay if different presenters get the same message across in different ways. And bring your key message on a big piece of paper!
Homework for next week: