No (lab) jacket required
summary
Claims that hypothesis-driven development is best taught by running small, disprovable experiments and shows two hands-on tools: a simplified Elluses card game (teams use an Oracle to discover a hidden odd-even rule through visible mainline/sideline failures) and a numeric Mastermind variant with a one-page A3 to record hypotheses. Emphasizes buying information with tiny experiments (start with 1111), the ~50% failure sweet spot for learning, and that wrong guesses are as informative as right ones—workshop exercises reliably surface the rule quickly and produce measurable learning.
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chapters (7)
- 0:00Workshop introduction
- 7:20Experiments through games
- 25:47Elusis card game exercise
- 43:28Debriefing exercise 1
- 59:01Lean Mastermind exercise
- 1:14:27Debriefing exercise 2
- 1:26:35Real-world application
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