Definitely book a tour if you go. Speaking to the volunteers about how they used the machines on display is a fantastic way to experience part of the living history of computing.
Definitely book a tour if you go. Speaking to the volunteers about how they used the machines on display is a fantastic way to experience part of the living history of computing.
"Hey mom, what do you think of my app?" "That's a lovely app dear. I'd definitely pay $5 for it"
You have learnt a valuable lesson. People will say one thing and do something else. Users actually paying you money is great, not only because you get money but because you get strong information that what you have made is valuable to them. (The above example is drawing on the book The Mom Test. I definitely recommend you read it)
Most engineers build software backwards. They start with a solution and go looking for a problem. They make the fastest, shiniest, neatest solution to a problem no one actually has. (How do I know? It's exactly what I did with my first startup!)
Imagine a dating app. It takes 30 seconds to open. The pictures only show up in black and white. The app crashes half the time you try to send a message. But it always gets you a date on a Friday night. It would be the most popular dating app in the world.
Try to find a problem that is so important and valuable to people that they will pay for your app even if it is slow, buggy, ugly and broken.
With the clock's second hand it's filling in temporally rather than spatially. Your brain goes back in time to fill in where it expects the hand to be
I wanted to write my text adventure, but I'd offer reader to have multiple options, especially for those who are not really practical with english (includes myself ^-^).
For the creative side I would recommend trying out all kinds of things. Should your player be able to get stuck/into a dead end? Will players play once or many times. Can you "win" your game or is it more of a narrative? How do you want the player to feel!
For some more specific ideas, think about how your game branches. Branching and decisions in games are far trickier than they might appear. Too subtle and the player misses the choice entirely. Too in your face and they become boring ("kill the baby" vs "save the baby", gee I wonder which one takes me down the evil path)
Also, merely asking a question or giving a choice can influence the player. If you ask "who is the killer?" and give a list of suspects, one of them must have done it, even if the player never considered it. The question also assumes the player knows there was a murder and gives that away if they hadn't worked it out yet.
Hearing simultaneous notes is really just a matter of decomposition. Can you sing the first three notes of Kumbaya or Ob-la-di Ob-la-da? If you can, then you already know the three notes of a major chord - root, major third and perfect fifth. If I were to play you a C major triad on the piano (C E G) then you'd easily be able to pick out those individual notes. Most people already have that kind of intuitive sense of pitch, they just need to learn how to name things to systematise that intuition.
Unfortunately, that is exactly the thing I cannot do. I play the piano but I can't pick out multiple notes. From a simultaneous sound. To me it's like witchcraft. Same with singing. I find it very hard to tell if a recording is one person singing or two people singing in harmony.
Related, how can you learn to hear multiple notes at the same time? It blows my mind that people can hear a piano chord and pick out individual notes.
I've come to realize that just because people express problems, doesn't mean they'll do something about it. You need to find something where the pain is urgent, and unsurmountable. And that's very tricky.
Just a few of the things I learnt from that book:
Don't ask if people would use your product. It's too hypothetical and people are too nice. "Sure, I'd probably use it. Looks useful. Keep working on it!". Then you never hear from them again. If you really think they'd be interested, ask for money.
Don't ask about people's problems in an abstract way. "Tell me about your business problems" is just too vague and wishy-washy. Ask about more specific things. Example: "You're having issues with double booking? Tell me about the last time it happened." Asking about the most recent time something happened is a great way to get concrete details.
Ask people how they have solved the problems or tried to solve the problem they talk about. "It was a major issue so we hired an extra member of staff to confirm all the stock lists". (Great, they're willing to spend real money on fixing this). "I searched around and tried out ABCSoft and XYZSoft but they were designed for a different kind of business and didn't really solve it for us" (pretty good, they're putting effort into finding solutions). "Oh, well, it's always been a big issue but we haven't tried to solve it yet" (Uh-oh, it's probably not really a big problem for them. It's not painful enough for them to try to solve).
Why are people still installing security cameras that are monitored by them? They increase stress level and felt insecurity. They do not make you feel secure, say psychological studies. You probably think more about burglaries and dead spaces in your setup and actively monitor for these in your daily lives, where for 99.8 % of people this should be a non-topic.
If you want to install them for later police work, that still seems tedious and you might require off-site backup. In public places we often have CCTV of people, but unless you have number signs on vehicles, they seem to not help with conviction rates by much.
Here are some ways I use security cameras:
Check if my colleagues are in the office or not (and if they are in the middle of a live recording). Check on my plants while I'm away. Check if there is a free parking space. Check if I left something at home or in the office.
I'm not really thinking about crime, even though they are called 'security cameras'.