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["1. Rank the top 5 questions asked by your audience from most (1) to least frequent (5).","2. Rank the top 5 confusions of your audience from most (1) to least frequent (5).","3. List the top 5 unsolicited comments from your audience from most (1) to least frequent (5).","4. Rank the top 5 praises from your audience from most (1) to least frequent (5).","5. Rank the top 5 mistakes your audience made from most (1) to least frequent (5).","6. Rank the top 5 features your audience got from most (1) to least frequent (5).","7. Rank the top 5 suggestions your audience made from most (1) to least frequent (5).","8. Consider the seven lists above. Rank the most relevant comments for you to change in your projects."]
["1) How do I go \"upwards\"?\n2) What happens if I get hit by an asteroid?\n3) Where is the ship?\n4) Am I naked?\n5) Why am I not coming closer to the ship?","1) How to go forward\n2) How to go \"upwards\"\n3) Helping them find the ship when they were drifting away\n4) How to rotate left/right\n5) What they should do in order to stop spinning (mostly when hit by an asteroid in the beginning before they got a hold of the controllers)","1) That it felt weird rotating right when pressing the left controller \n2) That the the experience with the Oculus and our world felt cool \n3) That it didn't feel like that the astronaut was getting closer to the space ship\n4) That is was difficult finding the ship when having passed it (ship between you and the sun)\n5)  What happens when you touch the ship?","1) That the controls felt logic (after getting used to them)\n2) Their reactions (although not spoken in real words, but more like \"woah\" and insecure \"aaaah\"-s when not getting a hang of it. Felt like they were having fun and were really engaged in it, even without visual and audio-cues to what was happening).\n3) That it felt real\n4) That the project was cool\n5) That is was fun to play. Especially when getting the hang of the controls","1) Turning left instead of right, and the opposite.\n2) Overturning when the intention was just to go forwards\n3) Coming towards the space ship to \"low\" or \"high\". That they passed the space ship.\n4) Misinterpreting their speed while coming towards the space ship. If they missed the ship, they had no chance of catching up with it again before the oxygen (time) or fuel-meter went to 0. \n5) Overturning when trying to stabilize. For example; they were tilting backwards a lot, and when trying to counter that by trying to tilt a bit forwards, they went in a spin just like they had in the beginning but in the opposite direction.","1) Basic rotation left and right\n2) Moving forwards without any rotation\n3) Going \"up\" and \"down\" by rotating backwards and then pushing forwards\n4) Most of the players were able to fully control the astronaut which took about 1-1,5 minutes.  \n5) Being able to control the astronaut when being hit by an asteroid","1) Probably putting on a space suit\n2) Putting a light underneath the space ship so that you can see it when it's between the sun and yourself.\n3) Make some kind of speed meter (we later talked about having a  distance meter to the space ship)\n4) Fix it so that you can't see your own face when turning around 180 degrees\n5) Fix it so that the astronaut isn't static","1) Make something happen when you touch the ship. A cutscene, a screen that says that you made it or something like that. Maybe a high score thing as well.\n2) Putting a light under the space ship\n3) Implement some kind of distance meter from astronaut to ship\n4) Fix a real astronaut instead of a naked man, and good rigging of the camera so that you can't see yourself when turning around.\n5)  Putting in visual and audio-effects, so that you notice that something is happening when using the thrusters."]
["1. How do I steer/turn?\n2. Am I going the right way?\n3. Have you done this (the game) by yourselves?\n4. What are those things (The Falcons) and have you built them yourselves?\n5. What's the objective of the game?","1. The steering. People seemed to have a hard time understanding that you have to decelerate one engine in order to turn. Most of them tried to turn by pushing the Falcons to the sides (at least the first time they tried the game).\n2. How to turn on the engines. It seemed to be a bit confusing as the Falcons have 4 buttons on each handle.  \n3. I often experienced that I had to emphasize that the right Falcons only controlled the right engine and vice versa. During the first tries, many testers only started one of the engines (often the left as that was the Falcon that I used to instruct them) and thus they raced straight into a rock or started spinning around their own axis, causing them to feel nauseous.\n4. How the track was designed/formed. It wasn't clear at all times that you had to follow the red spheres floating in mid-air (the checkpoints). \n5. That you had to balance (positioning your hand at the same relative distance to the body/electrical engine of each Falcon) the two engine thrusters in order to go straight forward.","1. This was very difficult!\n2. I didn't understand the steering.\n3. I got confused where to go after a crash.\n4. The force feedback was surprisingly strong but it was cool. You got used to it.\n5. I really liked the Oculus Rift (a majority had never tried one before).","1. This was so cool! It felt like I was actually driving!\n2. The force feedback was good when turning (g-force) and when colliding. It felt real.\n3. Have you done this by yourselves in only two weeks? Impressive!\n4. It's a cool combination of interacting with, and feeling immersed in the game.\n5. The details of the engines and the car was very nice looking!","Very similar to the most common confusions.\n\n1. Finding the balance in the steering. \n2. Only turning on one of the engines at first.\n3. Not following the red spheres, the checkpoints. Trying to take a shortcut through a \"force field\". \n4. Underestimating the power of the thrusters, often causing them to fly off into space when colliding with a smaller rock.\n5. Not using the Oculus enough to look for the next turn by physically turning their head. Most of them didn't realize that drifting through a corner might save you a lot of time either.","1. Interacting with the surroundings via the Oculus Rift went without any problem for all the participants.\n2. Even though it took some time, I would say that over 90% of the participants understood how the engines and the steering worked within 4 tries (resets) or less.\n3. They all seemed to have a lot of fun, which is a success in my opinion!\n4. The majority understood that you're not supposed to counteract with the force feedback from the motors of the Falcons, as they can burn out.\n5. Turning their head in order to see the upcoming turn, as to anticipate how to handle it.","1. Add sound to the motors, collisions and hovering etc!\n2. Add an indicator (an arrow) towards the next checkpoint so you know where you are supposed to go.\n3. Make the checkpoints clearer and nicer looking (graphically speaking) (bigger, transparent force fields).\n4. Maybe add another track that is a bit easier.\n5. Add an indicator so you know how much power you are giving each engine AND/OR animate hand movements, mapped to your own physical movements, in the hover car.","1. Add sound. Sound track and sound for the motors, collisions and hovering etc!\n2. Animate the hand movements to your physical movements. \n3. Implement a fire/heat particle system of our own (and one for motion blurring if it's not to demanding in CPU power)\n4. Improve the gameplay: add high score, one more map/track, make the 3D GUI Text look nicer, add a short animated introduction when starting the game as to clarify things etc.)\n5. Developing the haptics that the environment will provide, i.e. when colliding with a rock, traveling over a bump in the terrain, perfecting the g-force when turning etc."]
["1: \"What am I supposed to do?\"\n2: \"Is it done?\" (Many where asking whether the tree was fully grown)\n4: \"Can I do this?\" (Many where asking about gestures, either while trying them or before trying them.)\n5: \"What are you studying?\" (many of the older student were interested what we are studying,  which was fun!)\n\nThe first being very dominant. It was a presupposition from many that the program has to have (1) a clear goal and (2) one way to do it right (and wrong). I think that our presence is a part of this confusion, since they might feel a pressure from us standing there that they should perform in a certain way. \"Am I doing it wrong?\", \"What do I do\", these are questions we do not want to be asked or answered, you should explore yourself what you can do! This is actually something that I have been thinking about when it comes to games in general. Having been raised up with many games where it was the non-explanation of how to play the games that made it fun to play because you figured it out yourself! YA3 is easier than that because it does not have a set of game mechanics which aims to challenge the player (challenge/reward etc)","1: \"Is it done?\"\n2: \"Trying actions forwards in the z-direction\"\n3: \"Having both hands in the same direction\"\n4: \"Expecting to loose or win\"\n5: \"What happens when it's over?\" (at the moment the tree disappears and this leads to some confusion to why you grew the tree at all)\n\nAgain, there arose many confusions whether the \"game\" was done or not. This is something we have to look into and integrate as seamlessly as possible in YA3. We need to clearly communicate that the tree is fully grown and then seamlessly transition to a state where a next person is interacting, or an idle state where no one is playing.","2: \"There should be leaves\"\n3: \"Your tree is an ugly one\" (many friends teased eachother by telling them their tree was not as nice)\n1: \"make the environment more >alive<\" Many persons mentioned living things such as birds or squirells.\n4: \"Add a sun\"\n5: \"I want to X\" Many people would say something like \"I want to jump!\" before trying. A sign that they become interested in what would happen if I try to do this!","1: \"It looks nice!\" Even in this early stage many people expressed that they liked the grapihcs\n2: \"That it's fun to be a tree\"\n3: \"You can make different trees\" Even though there is not much variation, there will be moments where people create trees that look quite different than what has been seen before.\n\nIt is hard to find examples where they explicitly say that they like X. The reaction we got from everyone I think tells that they enjoyed that it was so easy to start using.","1: \"Rapid movements. Many people moved quite quickly and at the moment that does not do much.\"\n2: \"Not getting if the tree is fully grown\"\n3: \"Seldom trying one position for a longer time (which now yields the most variation)\"\n4 \"Both arms in one direction\"\n5: \"Expecting a win/loose mechanic. I think that when you are encouraged to try (we stand there and say, come along) you strengthen their expectation that it's should be a game\"","1: \"Self explanatory\" Much of the time people enjoyed the experience and we did not explain to them what to do.\n2: \"laughing, smiling. It was nice to see that many people really enjoyed being a tree\"\n3: \"A large percentage got that you can bend the tree and enjoyed that\"\n4: \"Several people said out loud (to us or their friends): You are a Tree!\"\n5: \"maybe not a feature, but quite few people tried to use their legs\"\n6: \"most people understood where they should be standing. Mostly without looking at the mark on the ground I believe\"","1: \"Grow when reaching upwards\"\n2: \"Muliplayer\"\n3: \"Leaves, control leaves\"\n4: \"Animals\"\n5: \"Fruit, Flowers, Sunset, an ocean in the background\"\n\nThe first one was interesting. Several people expected the tree to grow only when reach upwards with your hands. One person suggested that you could speed up the growth with rapid movements (a really good idea I think)\nThe multiplayer aspect would help with the persons that were shy, in many cases at least.","(1) \"Take all these primarily interaction-based problems below and remember that the project is part of a course and our personal goals are learning-based goals. We want to learn advanced graphics and are more interested in the technical aspect and that we learn things such as shading etc than the result itself. This is why we chose to use QT and opengl in the beginning\"\n\n2 \"Communicate that the tree is fully grown\"\n\n3: \"Focus on making the actions persistent in the sense that they affect the current growth and have lasting effects.\"\n\n4 \"Include actions, even if simple, for common motions outside of the xy-plane\"\n\n5: \"Make the scene richer, with a more alive environment\""]
["1. Which button do I jump on.\n2. Have you made this?\n3. How do you play?\n4. What is my score?\n5. How do you turn?","1. The holes were not obvious enough. A lot of people had a difficult time identifying the holes.\n2. The brake button was not utilized until we reminded them of it. \n3. People confused the jump button with the brake button.\n4. They did not understand that they could not accelerate while in mid-air, leading to some insane jumping sometimes.\n5. Some were confused of where to go because they did not communicate enough.","1. What question can you answere for me?\n2. Do you have any stamp?\n3. This is different.\n4. Can we play just one more time?\n5. The turning is very sensitive.","1. People seemed to enjoy it. They were smiling, laughing and screaming loudly.\n2. This was a different experience they had not tried before.\n3. Nobody was terrible and did not understand how to use the controls. This is great since moving and steering in 3D is not a trivial thing for people who don't play games very ofte,\n4. Even older people who have not played a lot of video games could play and get a hang of the controls and gameplay.\n5. People came back for a second attempt to beat the high score","1. Did not use the brake enough. \n2. Jumped when close to an edge instead of shaking a lot to get back to safety.\n3. Talking and coordinating where to go. \n4. The person moving the player forward usually went way to fast for the other person to control the direction.\n5. Not enough speed to be able to jump over the ghosts.","1. They quickly got the hang of the controls.\n2. Did not get caught by the ghosts.\n3. Communication is key\n4. The usage of the break button.","1. Make the turning controls a little slower.\n2. Add more friction so you don't slide around as much.\n3. Have the break jump powers on the same button.\n4. Make the break more powerful.\n5. Make the holes more obvious.","1. Revise some of the control interaction.\n2. Revise the two perspectives. Is the first-person perspective relevant? It might be difficult enough to control one body with two people.\n3. Change the sliding features, or different materials for more or less friction on the ground.\n4. Make the holes more obvious, need a better background skybox or something that outlines the holes somehow.\n5. Make the pellets easier to gather/hit.\n6. Make the game easier in the beginning and have more difficult levels later when people have grasped the controls."]
["Note: Almost none of the questions where outspoken, rather hinted upon.\n\n1. How do you jump?\n2. How do you break?\n3. Where should I look (which view port)?\n4. Is it possible to move over this tile?\n5. How do you rotate?","1. How one jumps in the game/that you can jump.\n2. How one uses the brakes in the game/that you have a brake.\n3. Which view port each player is supposed to look at.\n4. That you need to communicate.\n5. How one rotates Pac-Man.","1. That the game is fun - both to play and look at.\n2. Communication is key to victory.\n3. Patience and mainlining a low but steady speed is another key component for success.\n4. That it is not apparent that the surface is slippery.\n5. That it takes a few tries to get into the mechanics of the game.","1. That the game was fun.\n2. That it was something new/that they had never seen before.\n3. That there were two roles which were equally fun.\n4. That the graphics was nice and inviting.\n5. Possibility to get into stressful situations and be able to get out of them.","1. Not using the brake/jump.\n2. Not communicating.\n3. Looking at wrong view port.\n4. Fall into holes that they had not seen.\n5. Underestimate the lack of friction.","1. Understanding that you increase velocity by shaking the controller.\n2. That ghosts are dangerous and should be avoided.\n3. That collecting pellets is your main objective.\n4. That Pacman is controlled by both players.\n5. That you turn by rotating the controller.","1. The distance it takes to stop Pac-Man should be decreased.\n2. Make the holes easier to see.\n3. Make rotating Pac-Man easier.\n4. Make it possible to see your score after a play session, regardless of whether you got on the high score list.\n5. Make the game/map easier.","1. Change how you rotate Pac-Man.\n2. Make it easier to know how to jump and brake.\n3. Make the holes easier to see.\n4. Think about how to make it more apparent which view port that each player should concentrate on.\n5. Perhaps have several stages or difficulty that increases over time (e.g. more ghosts appear, friction is decreased over time, more holes appear over time etc.)."]
["(1) Can I try it out?\n(2) Where do I drive to?\n(3) Do I have to keep pressing the ignition buttons?\n(4) Has anyone been able to do a lap/what's the best time?\n(5) Have you built this?","(1) That accelerating the right engine and pulling back on the left turns you left.\n(2) That they need not hold down the engine ignition keys.\n(3) That we had built this game and what exactly that means in terms of work (as opposed to what we get for free through Unity).\n(4) That the goal was to complete a lap, not just stay alive for as long as possible.\n(5) What exactly is it that we are studying at our program? How is this math?","(1) This is very difficult.\n(2) The thing steers itself.\n(3) This is like in Star Wars.\n(4) I'm a bit sick/overwhelmed.\n(5) You look silly doing this.","(1) It was fun.\n(2) It's very involving.\n(3) It feels very fast. There is an actual rush when you are playing it.\n(4) It's really cool to be able to look around.\n(5) The Falcons and Oculus really pull you into the physical space.","(1) Pushing the Falcon controllers un-equally and not understanding why they turn.\n(2) Turning the wrong way.\n(3) Not understanding where they were supposed to drive to.\n(4) Holding down the ignition buttons (when pushing once was enough).\n(5) Not turning their heads to see where they were going.","(1) Crashing dramatically.\n(2) Most were able to learn to balance the engines somewhat in just a few tries.\n(3) If convinced to slow down their movements to learn the machine, most were able to put in a whole lap.","(1) Make it easier to find your way/make the checkpoints clearer.\n(2) Make the track setting a bit more varied/exciting.\n(3) Make the goals of the game more apparent.\n(4) Make the chair move/vibrate.\n(5) Add sound.","(1) You need to be able to see how much power, relatively, you are getting from each rocket.\n(2) The track (and game goals in general) needs to be more distinct so people can find their way.\n(3) The g-force feedback from the Falcons interfere with the idea of steering with them. Balance of the forces is key.\n(4) Expand the UI with features for understanding the state of the racer in general, but especially regarding the ignition of the engines.\n(5) Implement an in-game tutorial."]
["The top questions where about stuff for their question papers: \"Do you give a stamp?\" \"Why are you here, is this research?\" \"What will you do when you have completed your education\". \n\nQuestions about the project:\nHow do I play?\nHow do I win?\nHow did you do this/Which tools did you use?\nIs it fully grown now?\nIn what situations can this project be used?","How they should play the game.\nWhen they were \"done\".\nIf a gesture they were trying had any effect.\nHow they could win.\nWhat was the meaning of it?","This could be used as therapy.\nIt could be used rehabilitation.\nYou should use it as children game.\nYou should do more cool stuff like I want to be able to fight other trees!\nWe want to be able to walk away with it!","This is so cool!\nI really like the feeling. \nThis is relaxing.\nHow did you do this in only two weeks?\nWe will come to comic con!","Trying to use both arms in one direction to make it grow more in that direction.\nWaving fast up and down to make it grow faster. \nTrying gestures that does nothing, like: jumping, bending forward, lifting legs.\nNot trying at all, some seemed to think it was embarrassing to play in front of other people.","Branching direction\nBranch length\nTree bending\nHaving a good feeling and it seemed like it worked like they expected.","Add leaves to the tree.\nGrass.\nAnimals like birds, squirrels and such.\nFruit, flowers\nWind","Something that shows that the tree is fully grown.\nStore bending of the tree to allow for more creative trees.\nAdd more interesting stuff to allow for some more exploration of the experience.\nTest to change some of the interaction a bit, maybe change it a bit for when both arms are at the same side."]
["1. Isn't it possible to go down?\n2. Can't you stop?\n3. Can you go backwards?\n4. How do I make it stop spinning?\n5. Why does it feel so weird?","1. Explaining that if you put a force at something (i.e. the space walker) in space, and you wan't to totally change direction, it will take some time before that kicks in since you have to work against that initial force. \n\n2. People didn't realize that they were moving forward. A lot of times we had to explain that if the (small) text that indicated fuel went down - you were in fact moving forward. \n\n3. Spinning up/down and rotating left/right with the wii-mote took longer time to get effect in the game than did the turn left/right. People started shaking the right controller instead of holding it down and pressing the A-button. Kind of relates to the first point, that if you have momentum in one direction in space, it will take some time to go the other way.\n\n4. When people almost reached the spaceship but went too far, and then had to turn around 180 degrees to try and get back, it was somewhat hard to see the spaceship since the sun backlit it and it were kind of hard to see (dark grey spaceship against sun and blackness). One user said that even though it was hard, it was realistic. Another came with the idea that the ship should have blinking, red lights to make it easier to spot. \n\n5.When users stood too far away from the computer, and wanted to look backwards, they sometimes turned with their feet as well, making them stand 90-180 degrees off of the computer. If you do that, you will almost see \"your own\" (i.e. the avatars) head. To comiccon we should 1) change that in the game so that it's impossible for the camera to move that way. And 2) maybe duct tape a square at the correct distance from the computer and be better at explaining that you should always stand in the direction of the computer.","1. The controls feels logical. But it's kind of hard to understand how fast you're moving.\n2. Some sort of extra feedback when getting hit by an asteroid would be nice. Like black and white fade ins, almost like your'e blacking out. \n3. Is it possible to change hands? I'm left-handed. \n4. Did the sun go out? \n5. Am I even rotating forward?","1. It is exactly like Gravity\n2. Wow, this is really cool!\n3. When do you release it? I will buy it instantly! \n4. Did it just take 2 weeks to make? \n5. It is really fun!","1. Not realizing how to stop. Since the thrusters only put force forward and on the sides there are no natural way of \"backing\". You have to spin 180 degrees and gas to move in the opposite direction. \n\n2. A lot of people didn't realize that they could move their head and look in different directions. They simply used the controls to check for where the spaceship was located.\n\n3. Other people moved around to much, they didn't stand still and started turning their feet which made them see the avatars head. \n\n4. When rotating to the sides or front/backwards, you should hold the controller still and press the A-button. A lot of people shook the controller, thinking that would increase the speed of the thrusters. \n\n5. Pressing all the buttons at the start, making it impossible to understand what was happening.","1. Stabilizing yourself after getting hit by an asteroid was pretty easy for most people. They understand that if you just accelerate in the opposite direction of which you're spinning, you will soon be in better control. \n\n2. People described it as hard, but most of the users controlled the game pretty well really fast. Especially since each user only had 3 minutes each. \n\n3. Reaching the spaceship! I think 6-7 reached it, I haven't been able to do that yet, haha. \n\n4. People had fun! \n\n5. Realizing that it's not impossible to do this. After all, it only took us 2 weeks and it looks and work kind of great.","1. Some form of indication of how fast you're moving would be nice. \n2. Distance to the ship because it's hard to tell how far away you are. \n3. Blinking lights on the ship so that it's easier to spot. \n4. In the beginning, there are a lot of controls to get to know. Maybe have an initial \"training phase\" with in game instructions. \n5. More feedback when you collide with an asteroid. Sound, haptics or visual with the black/white fade ins.","1. Space suit and movements \n2. Speed indication \n3. In game training phase in the beginning\n4. Force feedback when hitting something\n5. Space helmet with indicators \n6. Fuel/oxygen bar instead of text\n7. Better spaceship"]
["How do I go down?\nHow do I go up?\nHow do I go forward?\nHow do I stop?\nWhere is the ship?","Confused about left vs right thruster, usually because using left will turn you right and vice versa. \n\nLosing control of the character, spinning out of control not realizing how to stop it in space. \n\nLosing sight of the ship.\n\nTrying to use the wiimotes Yaw.\n\nHaving to hold A-button and pitch/roll.","\"Wow\", most had never used an oculus before, many were amazed and said so when they put on the HMD.\n\n\"Disoriented\", far from everyone, but many still said that it was pretty disorienting\n\n\"Hard to control\", some commented on the controls that they were confused about how they worked. \n\n\"Am I moving?\", some had a hard time telling if they were moving or not. \n\n\"Im gonna crash into the earth!!\", when they realised they weren't going to make it to the ship","The oculus, practically everyone enjoyed the Oculus experience, despite some disorientation. \n\nSome thoroughly enjoyed the realistic physics, that your momentum never stops, I was glad they thought so. \n\nThat it was a really cool experience being in space like this. \n\nThey liked the controls, after they got a hang of how they worked. \n\nCool graphics. They liked the graphics, although the oculus had a pretty low resolution.","Left Vs Right thruster. \n\nHolding forward (L&R) thrusters for far too long, causing them to go way too fast to control.\n\nDistance approximation was seemingly hard.\n\nGoing up/down and knowing how to do it was also hard","Actually stopping a spin if you got hit with an asteroid. \n\nThe few that hit the ship got real happy when we told them there had only been a handful that had made it all day long. \n\nWhen they knew they were going to die most of them were just enjoying the view of the game. \n\nLimited fuel, a bunch of times when people were running out of fuel they kind of \"went for the final push\", just like in a movie, betting it all. Sort of like Clooney in Gravity that one time. \n\nLeast: The asteroids. There wasnt much \"having to dodge\" the asteroids actually. In one way i think that was good because the controls were enough for them to deal with the first time.","Switch the L/R thruster, was the most common\n\nHaving an \"intro level\" explaining the controls, was one of the best suggestions in my opinion\n\nHaving distance to ship in the GUI. \n\nHaving blinking lights on the ship, it was hard to see with the sun behind it. Also a good suggestion. \n\nHaving some animation on your character model.","The Controls, still need to consider them maybe being hard to control. \n\nHaving an intro level\n\nBlinking Lights, it might help locate the ship easier. Or maybe even a new ship model, one that stands out more. like an ISS. \n\nDistance-to-ship measurement on a GUI perhaps. \n\nUp/down movement, would be possible with a second wiimote. \n\nCharacter animation."]
["How does it see you? But people really mean different things with this: from \"Where is the camera?\" to \"How does it turn a camera view into a skeleton into manipulation of a tree?\"\n\nA lot of people wanted to know what console we were using.\n\n\n(Due to the format of ForskarFredag, the most frequent question was probably \"Do you have a stamp?\". It's a bit sad so many kids just spend the day checking boxes on a piece of paper instead of experiencing things. Or maybe they just went around doing all the mandatory things as efficiently as possible, and spent the rest of the time freely.)","A lot of people wanted to know/had to be told _exactly_ how the movement of the arms and spine was mapped to the tree. When people were told this, they often requested a second try. In this second go, they would often be much more deliberate in their interaction; they were pretty much conducting experiments in order to understand the interaction.","A lot of people said it was fun or nice or something like that.\n\nAnother frequent comment was how it actually takes a bit of physical effort to use, i.e. you can feel you've used your muscles after growing a tree.\n\nThe only unpromted feature request I can recall is that people strongly wanted something to happen when they jumped.","A lot of people liked the art style. One specific formulation: \"It looks like Borderlands\".\n\nA frequent praise was on how smooth and immediate the interaction was, which is quite a relief for us, since we were quite worried about input lag due to the smoothing we're doing.","Well, there really aren't supposed to be any mistakes; anybody can decide on their own how to interact with the tree. That being said, the growth of the tree failed to live up to peoples expectations in a few ways:\n\nA common expectation was to have the tree grow only in the places they were stretching towards.\n\nAnother common one was the expectation that more energetic movement would result in more/faster growth.\n\nMany of the people who got our expected mode of interaction didn't realise that the arms were independent, that the arms didn't have to move symmetrically. (Or maybe people wanted symmetric trees?)\n\nSomething that's probably slightly unfair to call a mistake, is that slow, fluid movement often lead to \"nicer\" trees. But maybe, if you want people to be able to recognize their trees, some kind of recognisable kink would be good?","The request for leaves is the big one.\n\nPeople also wanted to be able to make the tree grow twisty, depending on 3D movement.\n\nSun, wind and weather effects was also frequently requested.\n\nA lot of people requested some kind of wildlife. Most commonly birds, but also elk.\n\nA number of people also wanted the tree to be more detailed, like bark and more complicated branches","We need to improve the interaction, specifically:\n\nMake it grow where people expect it to\n\nInclude some dependence on the third dimension.\n\nThe third priority is probably leaves, with weather and animals next.","Improving the interaction is number one priority.\n\nAfter that we'd like to implement leaves and some light weather effects."]
["1.What should I do?\nThis question was no doubt the most common, and our answer was mostly: Try moving around and see what happens. After that, most people seemed to accept that they should figure stuff out by themselves and started to ask less questions (but quite many people, especially with friends around, started doing think-out-loud comments). So the following questions are hard to prioritize, since most of what they said were statements.\n\n2. Is the tree fully grown?\n\n3. Can I do X?  Where X is a specific action, such as breaking the tree. We answered either vaguely or asked them to describe how they would like to do such an action, and then wrote it down on a postit.\n\n4. When does it start? In the start it takes a small while before noticing the tree, we mostly didn’t have time to answer this question since it becomes quite apparent after a few seconds.\n\n5. As a followup question to us asking people to stand at the X-spot and move around: Do you use som kind of motion tracking? (some people said kinect)\n6. (Might be 4/5) Can you play multiple people? Some even tried it. :)","So, we tried not to explain much at all. In some cases they had seen someone else playing and understood the basics, but many times they really didn’t have any expectations. \n\n1. The start seemed quite confusing. There is a few seconds when very little happen and most controls are not really giving much feedback.\n2. When the growth has stopped and why.\n3. Bystanders understanding what the project was about, especially if no one was currently playing. It could be hard at times to get people to play the game, as if it was really intimidating. This might have to do with that the game is quite abstract and you have to be in a quite exposed spot to play it. But once people started using it, it was easier to find more people.\n4.Trying to do a specific movement but not getting feedback from the system. People were quite forgiving when it came to this, since they realized it was based on experimentation and was a work in progress. But we got lots of good gesture data by looking at people.","Well, we told most people that it was work in progress and wanted to hear any suggestions they might have about anything, so we might have asked them some stuff.\n\n1. Oh, you can do this. (Combined with a motion, often arm waving)\n2. This is cool\n3. It would be nice to have leaves\n4. It would be nice to have different types of trees\n5. Animals!","The praise was quite abstract in most cases, with most of it being \"this is cool\". But there were some uses where people looked like having fun, but not saying anything.\n\n1. This is cool! (While moving back and forth)\n2. Can I create another one?\n3. A silent type of praise from people starting to understand the mechanics and started to experiment more. This showed an interest from the user that was fun to observe.","We have designed the interaction quite blindly and planned to use this event to gather data how people would actually behave when faced with being a tree. Therefore our interaction is based on one type of motion we thought about. So, we found out that there are a couple of other types of motions people prefer doing sometimes. It’s not really a “mistake” from their part though.\n\n1. Using flinging motion to try to grow leaves in a certain direction\n2. Leaning forward and backwards to change things\n3. Moving both arms to the same side of their body as well as tilting to bend the tree\n4. Not standing still, actually moving around\n5. Spinning around","1. Bending the tree with arms\n2. Bending the tree with torso\n3. Changing the length with arms\n4. Understanding when its fully grown\n5. Understanding the growth (not that common though)","1. Leaves\n2. Better atmosphere \n3.  use hands to spread/create leaves\n4. Fruits and stuff\n5. Animals","5. The \"mistakes\". We need to look over our interaction, as expected.\n2. The confusing parts. What should we do, if anything?\n 7. All suggestions. We have many more in another list which we need to go through"]
["1. How to brake\n2. How to jump\n3. How to move.\n4. \"what killed me?\"\n5. Where to see the score","1. How the controls worked\n2. What killed them\n3. Needed to remind them that the could jump and brake\n4. Not being eble to control both steering and acceleration\n5. who has the brake and who has the jump","1. Too sensitive turning\n2. Too hard to see the holes\n3. It's too hard\n4. It's hard to not control everything yourself\n5. It's easier to look on the topdown view for both players","1. It was fun\n2. the controls are new and different\n3. Good level of challenge\n4. Like the aesthetics of the game\n5. Interesting and fun controls","1. Not communicating enough\n2. Turning into a dead-end at thefirst turn\n3. going to fast.\n4. Trying to jump over a ghost and misstime it... and die.\n5. jumping in panic and thereby remove ability to accelerate","1. Picking up pellets\n2. Grasping the controls after a few tries\n3. Communicating to avoid ghosts\n4. Braking just on the edge of a hole\n5. Jumping over ghosts","1. Make the holes more visible with something like a red edge\n2. Make the brake work faster\n3. Make it so the players need to look on their own screen\n4. put the jump and brake on the same button\n5. Ball physics when on the edge of the map","1. Try to make the controls easier.\n2. Make the hole more visible\n3. Lower the difficulty"]
["1) How do you control? \n2) Where is the break/jump button?\n3) What happened? (when they lost to an ghost from behind, a hole in the ground or time limit) \n\nWe did not get that many questions.","1) The controllers sensitivity. (they did not ask about this that much, but most of them did have a hard time learning how much to shake/turn)\n2) Which screen to look at.\n3) Jump with A and Break with B\n4) why they died/lost","1) The controllers were hard to grasp\n2) The level was to hard for some\n3) the concept with the screen and cooperation with that aspect did not come through.","1) people were having fun! Many laughter both from the participants and the audience.\n2) We found it very helpful just to observe how they managed the controller, even thought it was hard to learn at first it lead to many discussions between the participants and it seemed like they enjoyed the games frustrating parts. They wanted to beat the scores!\n3) They became very engaged!\n4) We had some comments on the originality and that they appreciate that","1) looking at the wrong screen (this one we anticipated) \n2) Which button to press to jump/break\n3) who did what in order to get pacman moving.\n4) falling into the same hole more than once which indicates that they did not see it \n5) Trying to run while in air.","1) They talked to each other! \n2) They managed to cooperate and get far!\n3) learning how to accelerate less or more\n4) got the hang of the rotation \n5) learning each others rolls and use it to his/her advantage","1) make it less hard(they did not say it but I guess that's what they would say)\n2) Change the A button to the B button when jumping.","1) The controllers do need to be discussed \n2) The level. We should have a practice level. But one of the fun part is the stress and the frustration, I think that we should value that as well and still let it be a bit hard!\n3) The split screen"]
["1. How do I steer this thing?:0 (Why isn't it doing what want it to!?)\n2. Can I try this?\n3. Did you make this yourselves?\n4. How long did it take to create it?\n5. Where can I get an oculus? How much is it?","1. Hard to steer the vehicle. Pretty much everyone said that.\n2. Hard to keep a balanced force on the falcons and therefore the engines.\n3. Oculus made them feel sick/dizzy.\n4. Feedback too strong/confusing. Especially when turning (g-force). This came especially from the younger people.\n5. Checkpoints/track not intuitive/clear.","1. Oh, star wars.\n2. Cooool, an oculus.\n3. You should be able to see your body. \n4. It's steering by itself!\n5. I can't see anything, there's too much sh*t (referring to the dust)","1. Fun!\n2. Haptic really made the game, wouldn't be as fun without. \n3. Feedback made it more real, added a new dimension.\n4. Cool.","1. Didn't start up both engines.\n2. Kept turning off/on engines while racing.\n3. Full throttle from the start.\n4. Drove off the map.\n5. Got lost and started driving the other direction.","1. Most people had previous knowledge of the oculus, and got the concept straight away.\n2. Very few seemed embarrassed playing in front of an audience. Perhaps because of the immersion?\nUnsuccessful:\n3. Was very hard for some to understand that there was no use moving the falcons sideways.\n4. Some pushed very hard on  the falcons when trying to compensate","1. Make track/checkpoints more intuitive. \n2. Add stuff to chair to make it even more immersive. Vibration.","1. Simpler steering should be able to provide deeper feedback from the audience (or just let people sit longer and learn).\n2. Improve track.\n3. Add more immersion. Sound and such."]