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What does this look like?
Should we perhaps put together a survey "What are your pet peeves for things that conference presenters do?" then pitch it to social network to get more actionable and relevant ideas which would (potentially) appeal to our audience?
Things we'll need to make/prepare/etc. in advance
Spun off of #33
Investigate the standard theming included with reveal.js.
Spun off from #33
The content slide titles & subtitles kinda run together for me, visually. I'd prefer if the title were more understated. The subtitles are more important at that point.
OMG, 3 hours? Really? 5, more like.
What should we cut?
It doesn't appear SCaLE has a feedback mechanism for talks. We're going to throw together a Google form for this.
VMB usually does CC BY-NC-SA.
JB wonders whether strong copyleft is the way to go.
This survey got me thinking, should we have specific stuff? If so, what? Not sure how to address, say, impostor syndrome.
I want to create some section divider slides, one for each of the 10 points.
Exactly what it says on the tin
From Rikki:
We're running an article series to promote SCALE14x (we're media sponsors...plus we love SCALE). Would you and/or Vicky be interested in writing a brief article on "10 tips to improve your conference" to promote your talk? We know you both are busy, so we'll understand if you don't have the bandwidth or desire to add "write article" to your to-do list.
Based on current content and survey feedback, content in the demo section will be light. As such, I think we should move the "presenting code" subsection to the demo section, especially as code syling for slides and for terminal are largely the same.
V,
For GGTT, I usually performed "The 7 Habits of Highly Ineffective Speakers" in the middle of the tutorial, both for education and to break/wake things up. Is that something we want to do/think about?
I ran it past my game master friends (create mobile & board games for a living; also: very frequent conference speakers). Their full feedback is below, but the points I think are most interesting:
[20:08:17] <@GameMasters> vmbrasseur: so what you've got there is VERY involved with lots of steps
[20:08:52] <@GameMasters> you also kinda loose the core aspect of Werewolf which is identifying the baddies so you can remove them
[20:08:57] <@vmbrasseur> I'm not sure how best to simplify it.
[20:09:04] <@vmbrasseur> Hm. Good point.
[20:09:10] <@GameMasters> there is no removal step here that is rule defined, essentially you just need to be a brilliant orator
[20:09:34] <@GameMasters> and hope the other players don't want to be jerks and keep talking even after you've made a devastating comeback to their stupid question
[20:10:24] <@vmbrasseur> Yeah.
[20:11:37] <@vmbrasseur> I may need to study this in depth tomorrow and think it through more than I have.
[20:11:53] <@vmbrasseur> Which I confess to be minimal, since I'm a little burned out from slide writing. :)
[20:12:16] <@GameMasters> this feels like it started by "hey we could adapt Werewolf to be about crowd control" not "hey can we use a game to teach crowd control?"
[20:12:47] <@vmbrasseur> I can't confirm that (I wasn't there when the rules were created), but that sounds right.
[20:14:26] <@vmbrasseur> I believe the idea started as, "So if one person is a speaker and some people are the jerks but you don't know who they are…Hey, that sounds kinda like werewolf, doesn't it?"
[20:15:29] vmbrasseur isn't writing the exercises. :)
[20:15:32] <@GameMasters> at a total guess, why not change it so there is one speaker, a few jerks, and everyone else is quiet
[20:15:54] <@GameMasters> the jerks have to try and control the flow against the speaker, the speaker has to try and control it back
[20:16:08] <@GameMasters> the quiet ones get to try and pick if someone is a jerk or not
[20:16:14] <@GameMasters> hmm, no that doesn't work either
[20:16:26] <@GameMasters> quiets have no reason to talk
[20:17:14] <@vmbrasseur> Right. Kinda against the idea of "quiets." :)
[20:17:34] <@GameMasters> yeah I don't think this concept can actually teach room control
[20:18:39] <@GameMasters> games rely on rules to structure the flow, bad audience members don't follow the rules of a room
[20:19:02] <@vmbrasseur> And this is why I ask game specialists.
[20:19:09] <@GameMasters> I think something better would be to perhaps have a speaker and then a room full of placeholder jerks
[20:19:19] <@vmbrasseur> That's a great point, but I never would have considered it when reviewing the rules.
[20:19:20] <@GameMasters> the jerks ask all jerky
[20:19:34] <@GameMasters> and this is essentially just up to the speaker to try and control it
[20:19:40] <@vmbrasseur> All the audience are jerks?
[20:19:44] <@GameMasters> sure
[20:19:46] <@vmbrasseur> That sounds kinda brutal.
[20:19:55] <@GameMasters> and it will never be that bad
[20:20:21] <@GameMasters> after everyone has had a go at being speaker, everyone can then discuss who did best and why
[20:20:48] <@vmbrasseur> Hm
[20:21:14] <@vmbrasseur> That may scale better than the original idea.
[20:21:35] <@GameMasters> you also don't need EVERYONE to be a jerk/have a turn as speaker
[20:21:44] <@GameMasters> just enough so people can see some different approaches
[20:21:45] <@vmbrasseur> A problem is we don't have any idea of how many to expect in the tutorial. It could be anywhere from 30 to 200.
[20:22:16] <@vmbrasseur> And only 2 of us to walk around & watch/guide.
[20:22:19] <@GameMasters> so you can scale it back to say 5 people get to speak and say 10 people have turns at being jerks
[20:22:46] <@GameMasters> first thing I think you need to do is list out EVERY bad audience member you can remember
[20:23:09] <@GameMasters> that way you can make sure you aren't overly focussed on something that doesn't really happen
[20:24:15] <@vmbrasseur> It looks like this commit includes some cards in a .odt file. I didn't see that until now.
[20:24:33] <@vmbrasseur> I think I'm too fried to think clearly about this right now. I'm making stupid mistakes.
[20:25:28] <@vmbrasseur> I've blocked off 2 hours to work on it tomorrow afternoon.
[20:26:12] <@vmbrasseur> Thanks so much for all the info, GameMasters. I'd not have thought of most of it.
[20:27:30] <@GameMasters> no worries
Add categories (CFP/Proposals, formats, books, etc.).
There are # XXX
lines in the outline. We should get those resolved.
In advance of meeting up this weekend, let's markup the outline with our initials for the sections for which we're going to take responsibility for writing (not necessarily for presenting, though they may end up tracking).
My thinking is that this will allow us to do only the relevant research in advance of meeting up, rather than working on All The Things (and potentially duplicating effort).
For discussion:
I'm about to go through the slides and need somewhere to stow all of the tasks/thoughts/questions I locate during that. Some will probably be pretty big & need to be refactored into their own issues.
TODO
and make sure they're all gone... since "don't have an About Me" is one of my general pieces of advice. And it's not like people don't know who we are.
This issue is for a bunch of random stuff we need to add to the preso based on recent experience.
... putting this there so I don't forget.
Early on, we talked about doing a "funny" introduction based on AA meetings. Are we still doing that? I'd kind of like it to loosen people up.
The talk description which is in the README is just a placeholder. We need to refine this.
I kinda feel like, for the past N years, both Damian and I have been overly negative about live demos. This has resulted in speakers shying away from doing live demos even when doing so would be both good for the presentation, and relatively safe.
I would like to change the demo section to be more equivocal, like "here are the reasons to do a live demo, and here are the reasons to fake one."
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