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EFFECTIVE PRESENTATION

EFFECTIVE PRESENTATION

Published in: Business, Technology

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  • Transcript

    • 1. Effective Presentations Skills 1.1
    • 2. Why?
      • “ I’m a programmer – I don’t need to talk”.
      • Yes, you do!
      • Communication to small groups is an essential part of team software development.
      • You need to explain prototype ideas and demos to product managers or business people.
      • You need to be able to explain designs and your approach to solving problems to other engineers.
    • 3. Outline
      • Presentation requirements
      • Hints for presentations
      • Peer feedback
      • Practice!
    • 4. Presentation requirements
      • The presentation should be 10-15 minutes long (shorter is better), followed by up to 5 minutes for questions
      • You should (with suggested minutes):
        • Explain the storyline and rules of your game (2 mins, 1 slide)
        • Demonstrate your game (2-4 mins)
        • Describe your game design at a high level (e.g. by showing a class diagram and explaining which class is responsible for which functionality) (3-4 mins, 1-2 slides)
        • Describe a technical challenge which you encountered during implementation and how you solved it (3-5 mins, 1-2 slides)
    • 5. Game storyline and rules
      • Describe
        • Who do you get to be?
        • What do you get to do?
        • What is your goal in the game?
        • What are the obstacles/ rules?
      • e.g. My game’s called “Revenge of the couch potato”. You get to be a crime fighting vegetable setting out to save the Golden Carrot from certain peril. But one obstacle remains – King Tomato is making soup…
    • 6. What makes a good speaker?
      • Think of an occasion where you have enjoyed listening to a speaker:
        • A memorable lesson at school?
        • Your granny telling you a story?
        • A friend telling you a joke?
        • The best man/bride/groom at a wedding?
      • What did the speaker do to engage you? How did the speaker draw you in?
    • 7. Telling a story
      • You are telling a story.
      • The slides are NOT the story. They are to help you tell it.
      • The best presentations are mostly pictures/graphics/tables, not much text.
      • You can direct the audience’s attention by having elements appear/disappear, or text be highlighted.
    • 8. Presentation marking
      • Presentation will be marked on:
        • Content (what you say)
        • Delivery (how you say it)
        • Use of audio visual aids and demo
    • 9. Marking - Content
      • Positive: Good explanation of software design, good understanding of the game design problem, clear explanation of game rules, well structured talk, highlighted important points, explained hard ideas well, questions handled well.
      • Negative: Unclear explanation of software design, poor understanding of the game design problem, unclear explanation of game rules, some technical errors, talk poorly structured.
    • 10. Marking - delivery
      • Positive: Confident, clear, timing good, consistent pace, amusing, engaging, eye-contact
      • Negative: Nervous, confused; delivery flat, hesitant, mumbled, voice too quiet, ran overtime, ran undertime, laboured easy material, skimmed difficult material, turned back on audience, obscured screen.
    • 11. Marking – audio visual aids and demo I
      • Positive: Clear slides, right amount of material per slide, examples well used, diagrams/pictures/tables/graphs well used, game demo well explained
      • Negative: Omitted illustrative examples, would have benefited from diagrams/pictures/tables/graphs, slides too crowded, fonts too small, background too busy, typos on slides, game demo poorly explained.
    • 12. Marking – audio visual aids and demo II
      • Cohesion
        • each slide or group of slides should help you tell a single aspect of your story
      • Coupling
        • you should not normally need to re-show previous slides to tell your story (and never forwards)
    • 13. Making explanations clear
      • Structuring tactics:
      • Signposts – statements which indicate the content which will follow (e.g., overview)
      • Frames – statements which show the beginning and ending of sub topics
      • Foci – statements and gestures which highlight important points
      • Links – Statements which link different parts of the talk together, or to audience’s previous knowledge.
      • Summary – end with a summary of the main points of your presentation.
      • (From Brown, Bull and Pendelbury, 1997)
    • 14. Examples of structuring
      • Signpost:
        • I’m going to start by describing my target user group.
        • You will have heard the myth that programmers are boring. But once you’ve seen my game, you can decide whether this is really true.
      • Frames:
        • I’ve described the ideas behind my game, so now let’s see what it looks like.
      • Focus:
        • This game rule is the most important: You must remember that you need the octopus’s help to fight the lecturer.
      • Links:
        • Remember I mentioned that the map would be randomised? This turned out to be hard. These are the challenges I faced…
      • Summary:
        • I really learned something! I should start assignments early in the future so I have enough time to finish them. 
    • 15. Making explanations interesting
      • Show your own interest in the topic
      • Use examples and analogies which are suitable for the audience
      • If the material is unfamiliar, begin with examples
      • Use a mixture of modes: informal, personal and story-telling (but particularly storytelling)
      • Play on the intellectual curiosity of the audience through the use of puzzles, problems and questions.
      • (From Brown, Bull and Pendelbury, 1997)
    • 16. Tips for presenting
      • Don’t write down what you’re going to say and then memorise it verbatim – this sounds very unnatural.
      • Don’t read out loud from pre-prepared notes if you can help it.
      • Practise on your own (computer better than paper)
      • Practise in front of kind friends/the mirror.
      • Spend extra time practising the beginning and end of your presentation so you project confidence.
    • 17. More tips
      • Don’t turn your back on the audience, and make eye-contact
      • Check that your audience can hear you when you start
      • Check that they can read your slides, and the text on your demo (check these beforehand as well as at the presentation)
    • 18. Audience rapport - presenter
      • Giving a presentation to a small group uses ordinary interpersonal communication skills. (Unlike lecturing!)
      • Look at your audience to check:
        • Do they look puzzled?
        • Do they look interested?
        • Are they following along with your argument?
        • Are they “on your side”?
      • You might find a friendly reassuring face!
    • 19. Audience rapport - listeners
      • “ The best storytellers are the best listeners” 
      • Be supportive to the people in your presentation group
        • Listen and show you’re listening (don’t “listen with your eyes closed”)
        • - Be courteous (don’t talk while the presenter is talking)
        • Be empathetic (it will be your turn soon!)
      • Start a question by commenting on a positive feature of the game or presentation before moving on to a suggestion.
      • Phrase criticisms as queries or suggestions – remember the presenter has spent longer thinking about this design than you have and you may be wrong.
    • 20. Handling questions
      • Paraphrase the question
        • Ensures the rest of the audience heard the question
        • Gives you time to think
      • Be open to criticism, suggestions for improvements – try not to be hostile
      • If you considered the change but rejected it previously, explain your reasoning.