Hi Randy,

Here are my notes since I have taken 25th. There's not much because during student's presentations, I wasn't taking notes but was just listening and formulating questions. Asking questions to others is really hard for me let alone "good" questions. I am not good at it. It's an area I need to improve on. Thanks for the class. Overall, it was a lot of work but I learned so much and I really enjoyed it. 

Sincerely,

Htet Htet

March 11, 2003

With designs what’s good and bad about them. 
3-5 pages, severity ratings.
Writing in a succinct fashion.
Hunter S. Thompson’s journalism on drugs. His experience at the event. 
First paragraph. 
Maximum efficiency. 3-5 pages. Concisely as possible. 
It is my professional opinion. No passive voice. 
Who, When, Age, Gender
3 out of 10
Be honest with small numbers

Talk about the process
Pretend someone else did all the design work

Content of the presentation: share with your peers what you discovered. How much can I share in five minutes? 

Highlight, walk away message. Three things to walk away with. Intro, Conclusion

General things about user interfaces and user testing processes. Representative story. No individual anecdote unless it’s representative of general population. 

You would be the person to hire for the user testing. Specific evidence to general lesson. 

Elevator speeches. Elevator pitches. 

Image is good. Words bad. We can all read, we can all hear. If more than five words on slide, I will ask why?

ToastMaster public speaking
Glance, back up and tell the audience.
Asking the right questions – shows you are listening. Shows you care. Shows you are listening. 

No list of questions. But not having questions listed, you are forced to listen and ask questions. 

What was the most surprising thing you learned from this?

User testing was for countering intuition. What are the most counter intuitive results?
Somebody request money from the ATM and you give them the money but get htem to take back the card. 
ATM, what interaction design does.

ATM example. OK you can have your 50 card, take your card first. And then we will give you the card back. 
 Gestalt theory

Spacing makes us think of things like square, rectangular,


Jesse Schell

CAVE- computer augmented virtual environment

Tip # 1: Use the principles of themed entertainment

1)	know your story
2)	Tell your story using every means possible
3)	Assume your guest’s point of view – Walt Disney walking around and ducking

Know your guest: 
What’s important to them?
What do they like?
What don’t they like?
Why?
What do they expect from you?
Why have they come to see you at all?

Albert Eistein: talk, accepts the award, make a speech, boring work, play violin (he knew his audience)

Case Study: Pirates of the Caribbean

First Principle: Know your story
Went to the ride, checked it out, pirates, details is important, funloving and creepy ghost pirates and what’s the story. Original designer: interactive. I wouldn’t know where to begin. Talk to pirates but they didn’t have much to say. Theme sound – yo-ho, yo-ho, a pirate’s life for me. What would it be like to be a pirate. Interactive setting…OK, our story, what is it like to be a pirate

Second Principle: Tell your story using every means possible.
Boat Deck: wind is blowing over them, wheels, sound system, roped in, nets for things, placement of the speakers. Some lights in, rotating wheel to animated water effects light.
Set up environment, trashcan , 3D glasses, lighting fissures

Assume your guest’s point of view: historical accuracy, testing in six weeks, test for a year. Refinement 12. Fine games the family plays together. 

Tip # 2 Use Interest Curves

A bad interest curve: interest going down over time, 
A good interest curve: bang good vibe, 

Tip #3: Use Indirect Control

You can get people to do thing without telling them.
Indirect control through goals: here’s two doorways…”go get some bananas!”

Concrete, achievable and rewarding

Indirect Control through interface: “imply a lot of things.” Cannon ball

Indirect control through visual design: where you look is where you go with your foot

Going through the park

Indirect Control: fly around and go see the sultan in Aladdin. Follow the red line..

Tip #4: Lead gradually from the simple to the complex

“…guided along, as it were, a chain of flowers into the mysteries of life.”
	Charles Willson Peale

Tip #5: Use the pleasure of touch
You still touch stuff. Click this and click that…virtual extension of hand

Rubik’s Cube – fun to twist
Mordak Story – initially not move my turn, drawing a card, dice is first picked. 
I can’t win. 0-1-2-3 for that. Unsatisfying to roll one die…work with two die. It feels better. 

Immediately reactive – kiosk

Use sound – it simulates touch. If you see it, you should hear it.

Understandable – approachable (if you think you know how to touch it, it’s great)

Touch has power – cannon story

Tip #6: Make it Feel right
-	virtual cannon ball story
-	become the user
Tip #7: Empower the user

Tip #8: Engender passion

“Long experience has taught me that the crux of my fortunes is whether I can radiate good will toward my audience. There is only one way to do it and that is to feel it. You can food the eyes and mind so fhte audience, but you cannot fool their hearts” – Howard Thurston

“When it comes to the requirements for pleasing an audience, all the knowledge and instruction in the word is worth less than one ounce of soul”
-	Ottawa Keyes

www.etc.cmu.edu

jns@cs.cmu.edu
