I found that the practical, real world examples of games that used the dimensions really helped me understand what each dimension meant and how these can be used as a general guide to determine what the target audience or market is for our own games.
When designing a game, I believe you cannot make a game that is going to suit every person therefore it is important to have an idea as to who is more likely to play your game. The dimensions therefore are not strict rules and there is no 'right' or 'wrong' but were given more to understand how games focus on different elements.
Floyd used Guitar Hero as an example for the Intensity Interpretation dimension and this was very effective in helping me understand what the card actually meant.
Floyd explained that in Guitar Hero, the intensity & physical effort used by the player whilst playing the guitar, gives people watching you play the guitar a different experience, even though the computer console does not interprete or measure intensity or how hard you play.
This was an excellent example, it helped me gain a better understanding of how each dimension related to designing our own games, and focus on making our own games better or, as Floyd says, more 'awesome'.