Tuesday, October 27, 2015

Storytelling in Computer Science

Foreword

It is often necessary for programmers to discuss bugs in operating systems that they've released. One of the most important skills for someone creating a product for the public is identifying and resolving any conflicts with the product, often after it has been released. That is why beta programs exist; the product is released to a small group of people so that any major bugs can be patched before the final product is given to the public.

Example Story

Setup: This example is for a video game, because who doesn't love a good video game from time to time?

Story: The Beta weekend for Titan II has been a success. However, some players are experiencing issues. Once they have finished creating their characters, the world isn't rendering. As they can't interact with the world around them, these players aren't able to test out any of the game past the beginning. These players are streaming these issues to the community, and it's having negative effects on our projected player base. Some of the people that pre-ordered the game have asked for refunds. We need to work on the visual coding for the game or we're dead in the water.

Analysis

This seems like it would be the typical discussion between fellow programmers of a major bug directly following a game's release. It first identifies what is causing the problems, and it then implies what some of the negative effects of the problem will be.

Retelling the Story

Programmers must now convince their superiors that this major bug must be patched.

Projected sales for our game have drastically plummeted. Social media outlets are showing that common expectations for the game are dropping lower and lower. Popular streamers are revolted at the designs lack of foresight. One of our most consistent correspondents has begun making several videos showcasing game-breaking glitches in our design. Even opposing companies are mocking are game, calling it "Floating Titan II." We need to go into the programming and fix the problem so that this project doesn't die before it has even launched.

I reversed the order of the story so that the result, which is the really worrisome piece of information, is being presented first. I also added other pertinent information that may help persuade the audience, my superiors.

5 comments:

  1. Interesting how the mood drastically changes between the two stories. The first begins with, "The Beta weekend for Titian II has been a success" while the second begins with, "Projected sales for our game have drastically plummeted." I have been instructed in business writing classes to begin bad-news messages with the regretful piece of information first--so the writer and reader may end on a happier note. Your second story should successfully convey the urgency in fixing the game's glitches.

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    1. I re-read my comment here, and I completely messed up what I meant to say in my final sentence. Let me redeem myself here:
      Your second story successfully conveyed the urgency in fixing the game's glitches.
      Well done, Ben!
      I

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  2. Good post, Ben. I think it is also interesting how in the revision you used first person more often. In the first you used "they" and "we" once. But in the second you use "our" and "we." It changes the tone, like Kelly said. It also I think adds to the pathos, the responsibility is on us to fix it.

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  3. I have to admit, I was intrigued to see what you came up with as to storytelling in computer science? Well done. The second story was much more persuasive. Crazy how just switching the order of things can do that.

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  4. I have to admit, I was intrigued to see what you came up with as to storytelling in computer science? Well done. The second story was much more persuasive. Crazy how just switching the order of things can do that.

    ReplyDelete