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Concept Sketch Reviews
Home > Assignments > Concept sketch results > Reviews for Carolyn Sheline

Carolyn Sheline
moss piglets
[review]

StoryboardConcept Sketches
 Spaceship Fuel Cell Shutdown Spaceship Door Trampoline Floor Fuel Cell Mechanism Presentation
Average Rating
 
Client 1:
Reviewer 2:
Reviewer 3:
Reviewer 4:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Storyboard Spaceship Fuel Cell Shutdown: innovativeness and potential

Client 1:

This sounds like a lot of fun! Neat and unique gameplay! Definitely very physical which is a lot of fun.

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Reviewer 2:

The idea of providing a micro-gravity user experience with the help of trampolines is unique and interesting. Liked the way storyboard communicated the what are the different ways through which players fail the game.

I have two comments:

(1)Think of slight modifications to find out a way how all the players can work together to complete the game. Technically, a single player can complete the entire game as the player just needs to wait for fuel cells to turn green one by one. Think of probably putting a limit on the time for which the fuel cell remains green along with turning two or more fuel cells green at the same time at different corners of the room - this will ensure that all players need to participate to complete the game

(2)Ceiling height of the room needs to be considered while deciding the specifications of the trampoline-like height and stiffness of the springs - to ensure that players don't get hurt by jumping too high against the ceiling.

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Reviewer 3:

I really like the concept of this room! Trampolines on the floor sound super fun. It's also interesting because the intuitive thing would be to press the red buttons to make them turn green, so it'll be a challenge for players to figure out.

Will the fuel cells turn back to red if players had waited too long after pressing them/didn't press them all fast enough? Also, could be an added challenge if the players fail if they tried to cheat around the bouncing by staying on a trampoline for too long.

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Reviewer 4:

I think that the overall idea has promise. I like the dual meaning of the use of red so that the players must be patient and observe before acting. It may be helpful to have different types of red to show hot or danger, or different intensities of red to show how hot it is. It may also make the game a bit more engaging/challenging is there is some method that the players can cool down the rods faster, this will also ensure the game does not run too long for one group

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Potential, feasibility, user experience and human factors shown in the concept sketch, Spaceship Door

Client 1:

In general, I think we are trying to use only standard OpenWorld doors in and out of the room. The exit door needs to always be visible and unlocked due to fire codes. Nice sketch though!

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Reviewer 2:

The concept sketch of the spaceship door is feasible, very well designed and well-thought. Like the way, it has been designed to depict a spaceship door.

I have one comment:

Since the games at Open World are going to be unguided - it is important to ensure that the sliding doors do not close while players are exiting the room. It is good to have some kind of motion sensor for the doors that will ensure that it will only close once the players have exited the room. (Also the motion sensor should be programmed in a way that it will not open the doors while the players are in the process of playing the game)

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Reviewer 3:

The spaceship door seems well thought out. My only suggestion would be to add some kind of safe platform that players can stand on in front of the door, to make it easier and safer to transition from the bouncing trampoline area to the door (so that players don't try to jump through the door and propel themselves into something by accident). Or maybe the sensors get deactivated after the players push all the buttons in so that they can now step on the padding to get to the door.

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Reviewer 4:

I believe the door is very feasible. I like the simplistic design.I like the use of the sign to inform the user, however the title may want to include something regarding that the door is in lock down due the the power cell failure.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Trampoline Floor

Client 1:

What are the sensors that are used to detect people stepping on the padding? How do people get from ground level up onto the trampolines?

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Reviewer 2:

The concept sketch of the trampoline is very well thought, clear, and communicates the details very easily. Specifically, I liked the way the details of the padding have been shown. Moreover, padding plays a 3-in-1 role of hiding sensors, springs, and metal bars.

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Reviewer 3:

I really like the trampolines, and I appreciate that the safety aspect was thought of and padding was included. I am a bit worried that some players might get too enthusiastic and jump too hard, propel into a wall, and hurt themselves, so maybe the walls should be made of softer things just in case or the springs could be set so that the trampolines aren't too bouncy?

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Reviewer 4:

I like the use of the trampolines to add to the user experience. It does make the room more difficult to assemble than a regular floor and would require the walls to be more durable but it is feasible.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Fuel Cell Mechanism

Client 1:

These look good! Shouldn't there be some sort of lights built in to get the color changing effect to work? How many of these would be in the room? Could get expensive and complex pretty quickly.

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Reviewer 2:

Using double acting cylinders for the fuel cell mechanism is a good idea. This will allow to auto reset the game easily - A-B toggle design is well-thought.

Minor comment on use of color:

May be you could have used red and green colored pencils to better depict the fuel cell LEDs.

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Reviewer 3:

The mechanism makes sense, and I appreciate that the resetting of the game was thought through. One minor improvement could be including a small diagram of how the fuel cell mechanism interfaces with the panel/a bit more discussion about the user experience of pushing down on the cell. (What the buttons feel like, how hard do players have to push, etc.)

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Reviewer 4:

While I like the overall design of the fuel cells, it would be interesting if through some sort of heating method you could warm up the handles so that they felt slightly above room temperature to the touch. This would help inform the user to the problem and immerse them more in the game.

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Sketching technique, clarity of storyboard and concept sketches, and their web presentation

Client 1:

Nice sketches, ideas, and website. Well done.

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Reviewer 2:

Storyboard design is clear, concise, easy to read, and does a good job of communicating the content. All 2 point perspective drawings are executed well and shaded. Concept sketches are very well labeled and makes it easy to understand them. The website design is also good - making use of light background color immediately focuses reader's attention on the main content of the website. The website is free of errors/bugs, well organized and very easy to navigate.

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Reviewer 3:

Website was clear and easy to navigate. This is a minor thing, but it bothered me that the storyboard panels weren't evenly spaced.

The sketches were well executed. Nice job with the shading! Overall, the concepts show careful thought and attention to detail.

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Reviewer 4:

Great use of depth to highlight the scale and use of color to show the important parts of the storyboard. I also like how the storyboard shows likely failure modes as well as success, so that we can better understand how the room will function.

I like the design of the website. Some of the color choice, mainly the white boarder largely contrast with the inner black background, and it can make the white text a bit difficult to read. A slight off white might have help to soften this contrast.

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