Puppets and Food, Toys and Games Primary i-D&T


Puppets and Food, Toys and Games

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In the beginning, I do a lot of drawing. You get a feeling

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of the character you want.

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The audience, in a few minutes,

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have to get the feeling of what that character is.

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You need good contrasts between good characters,

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bad characters, old characters, young characters.

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We have the clown, who's lots of fun.

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We've got the girl, who's very pretty but very silly at the same time.

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And let's have a very bad man.

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So I think we're going to make him...

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Maybe we're going to make his eyebrows come down a bit,

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and he could have a cross mouth,

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but maybe the moustache will do the same.

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So, that does the same thing as the mouth would have done.

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So he's going to look quite a bad guy.

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All the clues you can give the audience help them,

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so they know, when they see the character,

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what he is, or who he is, and what he's going to tell them.

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The good thing about using a marionette

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is that, for a start, the puppeteer can be right away.

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We have long strings and can stand on a bridge.

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We're completely hidden and all you see is the full marionette.

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An interesting thing about marionettes

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is you see the full figure. You can do a lot of walking

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and a lot of movement that uses the whole body.

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That's something very special about a marionette.

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With a tabletop figure, you get a very direct movement

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because your hand is really close to the puppet.

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That's something really good. It's the advantage of a tabletop figure -

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you can get a really positive, straight action.

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Quite a direct, strong movement if you want to.

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You can also get the subtler movements.

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The good thing about a glove puppet is

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he can pick up things and hold them.

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He can hold my hand, really quite well.

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I'm not faking - he's holding it tightly.

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That's their advantage. They can pick up things and move very fast.

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I think it's about 19 different blocks of wood

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that we use to make one marionette.

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The major tools that I'll be using for shaping the wood

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are really razor-sharp chisels.

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You get flat ones and curved ones, and all sorts of sizes and shapes.

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The brilliant thing with sanding is you can take all the marks

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you've put onto the wood when you're chiselling -

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flat shapes or curved shapes...

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You can take all those marks away and make the surface really smooth.

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Once I've got all the bits cut out,

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shaped, sanded, smoothed and exactly the right shape and size,

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the really delicate part is actually making each joint.

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That's to do with restricting or stopping the amount of movement

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in some directions, and allowing movement in other directions.

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This piece, I've got almost to the point of final adjustments.

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The leg on THIS side is really working very nicely and smoothly,

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so I'm able to almost get a nice walk out of it.

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This leg's too stiff, so I'll take it apart,

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chisel things, enlarge it, and then I'll get the right movement.

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We're moving on to making the costume.

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The first thing to do is measure your puppet.

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Materials that we use for puppets need to be nice and soft,

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so...silk or cotton or washed-out cotton.

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And then we sew it. With needle and thread, we sew the costume up,

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being very careful how we sew it.

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Then, try it on the puppet. Puppet costumes need to be quite loose -

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the puppet needs to move freely in it.

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Finally, you put your buttons, beads or whatever you want to add -

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your little trimmings - and your puppet costume is done.

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If someone wants to make bread at home and learn about it,

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it's not complicated. One thing is to be focused

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and to love and want to do it.

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Each loaf needs our love and a bit of our soul.

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Usually, you make it right.

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We do not control the bread. The bread controls us.

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When it's ready, it's ready.

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Just enjoy it. If you do enjoy it, it will work.

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Give it some love. Give it some love. HE CHUCKLES

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I've received a brief from our customer, regarding sandwiches.

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It's for Christmas.

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They're looking for sandwiches to appeal to the whole family,

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so really creative thinking. Caps on. What have we got?

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When we get a brief for a new sandwich, we, as a team,

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will sit down and decide what flavours work well together,

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and for seasonal products, what produce fits the time of year.

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Could we have turkey, stuffing, cranberry?

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We could do Boxing Day leftovers and have a lot of meat.

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And pickles, chutneys?

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We get as many people's input as possible.

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No idea's a bad idea. Everyone's got their own opinion.

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We could put red in. A red chutney so you've got...

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Christmas colours. Reindeer sandwich.

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There's a compromise, sometimes, between flavour and health,

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and it's trying to... get the balance right.

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-Low fat?

-It's best to keep it indulgent.

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In a Christmas sandwich, you want something that tastes fantastic.

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Right, guys. We've got a few ingredients here.

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We'll look at a few combinations to find out what works.

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We'll taste and see if chutney works with a certain cheese.

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We'll have a selection of chutneys or mayonnaises.

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It's how it feels in the mouth, how the flavour lasts

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and how balanced it works.

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Try moist stuffing. Have you tried it?

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-I've put it with the ham AND cheese, to see how that goes.

-Works well?

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Mm. Yeah, goes really well.

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Which chutney do you think goes best with turkey?

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I really like the tomatoey one.

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It goes with it nicely. It's a bit different, a bit tangy.

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I'm not keen on that. I think cranberry goes better.

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Mmm. To me, you can't beat

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traditional turkey and cranberry sauce. Really great flavour.

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We need to lift it. It's a bit boring.

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-Like it?

-Yeah, goes really well.

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It's definitely about experimenting

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with the produce you put into a sandwich.

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I think turkey, stuffing, blue cheese mousse

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is the direction for the Christmas one, yeah?

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-Yeah.

-OK?

-Yeah.

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We're going to be tasting one of our sandwiches

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against two competitors' sandwiches.

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You need to make comments on appearance, aroma,

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flavour and texture, then score the sandwiches overall.

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When we design a sandwich,

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we try to take into account all the aspects of the eating experience.

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It's the presentation that first gets you.

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In the supermarket with all your sandwiches there,

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we want ours to be like, "I'm the best sandwich here. Pick me."

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It's really playing on all the senses for a customer.

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It's a very visual and sensual experience, eating a sandwich.

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Out of the three, which was your preferred and why?

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I like sandwich B. It was definitely best.

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The turkey was really moist, the bacon was tender.

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I thought two was actually pretty good.

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Good texture on the bread. Bounces back right - it's not too dry.

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I thought A was very slimy.

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Very wet lettuce.

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From that, we get a score of where our products are

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against our competitors. Obviously, if we start to score lower down,

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we have to look at our products and think, "How can we improve this?

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"How can we make it better?" We always want to be the best.

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RAUCOUS LAUGHTER FROM GAME

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A game starts with just that initial spark.

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The idea has to appeal to a lot of people,

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so we start by talking about it, playing around the idea,

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then do some sketches of what it could look like.

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If we're confident they can go forward,

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we then go into production of prototypes.

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Before designing, I meet the people that have written the rules

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so I know how many spaces, how many areas, there are on the board.

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What I then do is draw a basic shape on the computer.

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We start off here,

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where we've got 27 circles on the board and they're totally regular.

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We thought, "That's boring, doesn't work. No-one will enjoy it."

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You can see here that I've taken all those circles

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and rearranged them in a slightly crazy and odd shape,

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so it's, "I don't know where I'm going", as you move around.

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Then we start colouring them.

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The colours are important for two reasons.

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Number one, they help to define exactly where you are in the game,

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whereabouts you are on the board,

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and also, it helps to give a sense of fun.

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Finally, we add things like the logos

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and instructions that are necessary on the board.

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People need to know where to start, when they win, where to finish.

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If we had more than 27 squares,

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the game goes on too long and people get bored.

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If we have less than 27 squares, the game ends too quickly

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and you can't determine who's really played it well.

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Once we've a rough design, we print versions in different colours

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and send them to people to play.

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And here...

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is our first design, ready to be tested.

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We're getting the game tested by six ten-year-olds.

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We feel they're the right age group to aim it at.

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It's very important, because I need to know, are the jokes right?

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Do the sounds actually make them laugh?

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RAUCOUS LAUGHTER

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The game play we've developed - is it simple enough for them to follow?

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And the design. I'd like their opinions on the design.

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What's grey and zooms through the jungle at 70 miles an hour?

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An elephant on a motorbike.

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GAME PARPS

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THEY GIGGLE

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What do you get if you cross kitchen equipment with a vampire?

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Count spatula.

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LAUGHTER

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-Knock knock.

-Who's there?

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-Boo.

-Boo who?

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Don't get upset - it's only a game.

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Oh!

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I thought it was really fun,

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cos the colours are really appealing and it's easy to play.

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There should be more variety of jokes

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and maybe some for older people as well.

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It was easy to play. Once you read the instructions,

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I think you could get it quite easily.

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Good range of jokes and simple gameplay. The design is well liked.

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Could be a good game. I'm really pleased with it.

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MACHINE PARPS

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So, use-and-abuse testing is primarily done

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to see if we can break things off a toy

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to simulate what would happen if a child breaks it, pulls it,

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smacks it onto a door frame, drops it out of the car.

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The torque test is used to simulate

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what happens if a child pulls oddly on a toy.

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The small parts cylinder

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has been very carefully designed to mimic the inside

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of a three-year-old's mouth and throat cavity.

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Anything that fits wholly inside this could be swallowed,

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might get stuck in the throat and could cause that child to choke.

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The impact test is performed by dropping a weight of one kilogram

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from a height of 100 millimetres onto the test piece.

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After impact testing, we look to see if any sharp edges,

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sharp points or small pieces have broken off.

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If the pieces fit in the small parts cylinder,

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it would be deemed unsafe for under-threes.

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The drop test is performed from a height of 850 millimetres

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into a tank of specified hardness.

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The article is dropped five times.

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At the end of testing, we see if anything's dropped or broken off,

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then test those for sharp edges, sharp points and small parts.

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When testing material from fancy dress outfits,

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we take a length of material that's 500mm,

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attach it to the rig, set fire to it, and measure the time it takes

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for the flame to spread from the bottom to the top.

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With different materials, we find different rates of flame spread.

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Some will burn fast and some will burn slower.

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Do not try this at home.

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How fast the flame spreads determines whether it's a pass

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and if it's deemed to be safe.

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All toys will need to be tested for flammability.

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This is to ensure that they are safe,

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and we basically set fire to them to see how fast they burn.

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Depending on the type of toy, we test it in different ways.

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We adjust flame height, apply the flame to the toy in different ways

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and measure it from different distances.

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Don't try this at home.

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Although the teddy bear burned completely,

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it took enough time for the flame to spread to the top,

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so it was deemed to be a pass and to be safe. This means

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that if the teddy bear caught fire, the child would have enough time

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to drop the teddy bear and move away.

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Subtitles by Red Bee Media Ltd

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