The 2014 edition of Microsoft Imagine Cup 2014 has kicked off. Imagine Cup brings together students from all over the world and gives them a chance to create inspiring projects – no matter where they’re from.
This season Microsoft have three primary competitions: Games, Innovation, and World Citizenship.
World Citizenship: This category is most similar to past Imagine Cup contests which emphasized solving global problems in areas such as health, the environment, and human rights. Projects in this category are primarily judged based on the problem they’re addressing and the likely impact the project will have. This category tells the Imagine Cup social-good story.
Innovation: This category is not based on global problems at all. Instead Microsoft are looking for projects with a strong consumer appeal and a gee-whiz quality that will surprise and delight a broad audience. Projects in this category are primarily judged based on the creative innovation they offer. Projects in the Innovation category that attempt to address global problems do not receive any points for doing so; those projects really belong in World Citizenship and will probably not be competitive in Innovation. The Innovation category tells the Imagine Cup cutting-edge tech story.
Games: The global videogame market is now estimated at $66 billion dollars, and the number of schools with game programs or degrees has increased rapidly. The Games competition was the most popular Imagine Cup contest last year according to both student registrations and number of projects submitted to our Online Finals. Students are highly motivated to make games and with your help and support, they will do so on Microsoft platforms.
Global Online Challenges
Every year Imagine Cup offers a variety of global online challenges.
This year’s three challenges are designed to teach students about the software development lifecycle and get them started early on their projects for our three main competitions. Each challenge includes Games, Innovation, and World Citizenship categories and the top team in each category will win $3,000.
These challenges are completely optional for students. A team can do one, skip one, do them all, or skip them all, whatever. The challenges have no impact on the three core competitions. However, we expect that teams who participate in the challenges will end up with stronger projects for their chosen competition than teams who skip the challenges.
Pitch Video Challenge: Student teams create a five-minute video explaining their project.
Launch: September 13, 2013 – End: October 25, 2013
Project Blueprint Challenge: Student teams create a ten-page document presenting their project in detail.
Launch: October 29, 2013 – End: December 17, 2013
User Experience Challenge: Student teams create a set of user flows, wireframes, and a visual target for how their project will look, feel, and flow.
Launch: January 3, 2014 – End: February 21, 2014
Best of luck to Strathmore University entries.
Full terms and conditions, and competition details are available at http://www.imaginecup.com
Author: Antony Wainaina