I really like your storyboard concept, especially the balancing of people. However, in your presentation, you talked about not tilting the room, and just moving the objects, or tilting it much less. People may experience the stationary tiliting effect from this tactic, but do you think that the balancing game will still work effectively? What if people move around in this environment? Do they experience the same thing, or do you have to tilt things more/less for the same effect? In the regard to the website, the assignment was to "include a description of the sketch model, its purpose, how it was used in testing, and what was learned from the model." The parts that were finished were well done and the models look as though they were well thought out to prove the concept. The parts that I felt were not finished include: (1) What was learned by the preliminary sketch models, other than you were going to roll, why? How were they tested (the pictures are not very "telling")? Did you learn anything about object placement in the room, etc? (2) For the system works-like model, the user comments listed do not relate to the particular simulation conditions, so they do not have a strong significance. For instance, "Now I'm tilted even further," well, were they tilted even further, by how much? How far were they tilted? What other tilting effects were present? Also, it is stated that "5 of tilt is significant based on user feedback." Is this 5 degrees with no other tiliting effects? Are the parameters of different tilting effects independent of each other? I would assume that they have a strong relation to each other. (3) What were the 6 steps in testing? You have listed 7 angles of tilt in the graph ... did you do your experiments with DOE methods to analyze each variable independently? ... or did you run a 24 step experiment with 6 steps per tilting effect? No matter what you did, in the next phase, combining simple DOE methods into your experimental test set-up (you can reference these in the 2.8
10 course notes) can help your experiments to be as telling as possible with the least number of experiments.
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