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Scouting & Strategy·Lesson 7 of 32

Paper Scouting and the Three-Part Pipeline

Every scouting system has three parts: a collection method, a transfer method, and a database; paper is the simplest reliable starting point.

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The three parts of any scouting system

The FIRST guide describes a complete scouting system as three pieces:

  1. A data-collection method — how scouts record what they see (paper form or an app).
  2. A data-transfer method — how those records get off the scout's hands and into one place.
  3. A database — where all the data lives so it can be aggregated and analyzed (often a spreadsheet).

Every system, from a clipboard to a fully custom app, is just these three parts done with more or less automation. Beginners should learn paper first because it makes the pipeline visible and never fails due to dead batteries or wifi.

Why start with paper

Paper scouting is the most reliable system in existence: it cannot crash, run out of battery, or lose connectivity. Many top teams keep paper sheets as a backup even when they use apps. A paper system is also the fastest way for a rookie team to start scouting at their first event.

Designing a good paper sheet

  • One sheet per robot per match. At the top, pre-print or write the match number, team number, and alliance color so a sheet is never ambiguous later.
  • Use checkboxes and tally marks, not sentences. A scout watching a fast match needs to make a mark, not write prose. Tallies for counts, checkboxes for yes/no, a small dropdown-style list for endgame.
  • Group by match phase. Auto section, teleop section, endgame section, then a small notes box. This mirrors how the match unfolds and how analytics split scoring.
  • Keep it to one side of one page. If it does not fit, you are collecting too much (see the metrics lesson).

The painful part: data entry

Paper's weakness is transfer. Someone has to type every sheet into a spreadsheet, which is slow and error-prone. Mitigations:

  • Enter data continuously between matches, not in one giant batch at the end of the day.
  • Have two people: one reads the sheet aloud, one types. This is faster and catches misreads.
  • Validate as you go: a robot that scored an impossible number of pieces in a 2:30 match is almost certainly a typo.

From paper to a spreadsheet database

Your spreadsheet should have one row per robot per match with columns for each metric. With that shape you can build a second sheet of per-team averages using formulas like AVERAGEIF (average a metric for one team across all their matches) and COUNTIF (count matches, no-shows, or breakdowns). That averages sheet is what strategists actually read.

Paper teaches you exactly what an app needs to automate: faster collection (tap instead of write) and instant transfer (no retyping). Once your paper pipeline is solid and your spreadsheet formulas work, moving to an app is a matter of replacing parts 1 and 2 while keeping the same database shape.

Key takeaways

  • Every scouting system is three parts: collection, transfer, and a database.
  • Paper is the most reliable system and the best way to learn the pipeline; many top teams keep it as a backup.
  • Design sheets with tallies and checkboxes grouped by match phase, then aggregate with one-row-per-robot-per-match in a spreadsheet.

Lesson quiz

Required

Answer all 3 questions correctly to complete this lesson.

1.In a paper scouting system, what is the recommended way to assign scouts during a match?

2.What are the three parts of the paper scouting pipeline described for getting match data into usable form?

3.Why is paper scouting often a practical choice at FRC competitions?

Answer every question to submit.