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Cam Douglas
6 wits
[review]

StoryboardConcept Sketches
 Escape from Tartarus! Drawing Tile I Secret Column Doorway Hidden Exit Wall Presentation
Average Rating
 
Client 1:
Client 2:
Client 3:
Reviewer 4:
Reviewer 5:
Reviewer 6:
Reviewer 7:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Storyboard Escape from Tartarus!: innovativeness and potential

Client 1:

I have some concerns about resetting the room. How are the puzzle pieces automatically reset to rescramble the image? Also, the room exit can't be hidden as it is also the fire exit. We don't want to have to add a 3rd door to the room. Overall I like the mystery idea, just work on redeveloping it to meet these constraints.

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Client 2:

I think the experience sounds interesting. I like the idea of being trapped in jail. It's a fun situation to put people in.

The tiles are a fun game piece and I actually like using an electromagnet to hold them to the wall. I'm worried the pieces are small though and will wander off and get lost of moved around the room too much.

The big column seems like a cool way to reveal an escape.

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Client 3:

I love the idea of the puzzle pieces and them glowing when they are put in place. The spinning column to reveal the door is not something we're interested in doing for this project - as the exit door also serves as the fire exit.

But the rest of the game looks cool!

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Reviewer 4:

This room cleverly incorporates Greek mythology into an escaping jail challenge. The blocks that reveal a hidden message in place is very innovative and adds to the difficulty of the challenge because users will not see the message until they figure out the placement of the tiles. It was unclear how the user figures out the placement of the tiles; is it based on the wall's scrawls? Also, it seems like you have a magnet on the pieces, which will allow the pieces to self-reset once the user exits the room; however, the tiles may not get "mixed up" enough if they simply fall onto the ground. Maybe there can be a series of buttons that the user can press in order according to the scribbles on the walls. Lastly, this room has a lot of potential to add some more physical exercise elements. For example, the user might have to climb on the bars to get some of the tiles. I think mixing mental and physical challenges will make this room even more interesting.

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Reviewer 5:

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Reviewer 6:

I like the concept of escaping from an underworld prison. If the theme is greek and its underworld, you could incorporate some drawings/scary images of underworld greek creatures to more effectively transport people to the time. If the tiles go on a wall, to match with a scrawl, how would the gag reset? Could possibly have something in the wall that pushes the tiles back out to the floor at the end of the game, but then the tiles would fall mostly close to where they belong. Something to consider when testing out the gag. It would also be more fun if the people had to turn the column themselves after its revealed, maybe a handle somewhere could be revealed as well along with the glow in the dark marks?

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Reviewer 7:

I really like the story of the jail cell. It has a self explanatory narrative and evokes a sense of urgency, something that's not easily portrayed for other themes. I think this story has great potential, mainly because it's clear to understand the whole story, simple once you figure out the gag, and very feasible and something that could actually be built. The theming of the room has great potential and isn't overly complicated. I like the clear success/failure ending. Would the tiles just be placed on one side of the wall or on different parts of the wall? I think that could increase difficulty if you find that in testing people are finding the gag too easy. All in all, great storyboard!

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Potential, feasibility, user experience and human factors shown in the concept sketch, Drawing Tile I

Client 1:

The reset mentioned here is great. This is a great solution to the problem I mentioned above and would definitely work. I think that a lot of care is going to need to be taken to make the puzzle pieces extremely durable since they will be plummeting constantly. I definitely don't think having sensitive electronic components inside or brittle magnets is an option. Using metallic plates would probably be the best bet.

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Client 2:

I like the tiles, but am a bit concerned about them moving around the room and getting lost. Maybe there's a way to tether them to the wall or keep them from being able to be taken away. Maybe capture them inside some kind of box. Something like that.

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Client 3:

Focus on how durable these things will need to be made - especially with them lighting up.

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Reviewer 4:

The stone-like texture on the tiles add to the user-experience by making it more realistic. What were you planning to make the tiles out of, to keep it light but stone-like? It also has to be strong if it will be falling off of the panel every time the user exits the room. Perhaps some type of plastic could be sufficient with a marble like print on it, kind of like what some people put on their laptops for protection. This is a very simple design, and I think that it is feasible to create.

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Reviewer 5:

The stone-like texture on the tiles add to the user-experience by making it more realistic. What were you planning to make the tiles out of, to keep it light but stone-like? It also has to be strong if it will be falling off of the panel every time the user exits the room. Perhaps some type of plastic could be sufficient with a marble like print on it, kind of like what some people put on their laptops for protection. This is a very simple, feasible design.

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Reviewer 6:

Nice design for the tile, thanks for explaining how it resets! I think that's a good idea except that the tile will fall very close to where it belongs. Perhaps the marking on the wall can change, so where the tile falls after the rest will be further away from where it belonged the previous time. This will make it a bit more challenging to solve.

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Reviewer 7:

The tiles are great for this room. Tiles are something that mostly everyone has interacted with in some form and it encourages the players to feel all of the tiles and examine all aspects of the tiles. Are the greek letters on the side of one tile supposed to match the greek letters on the side of another tile? And have you thought about how you would implement the hidden doorway light up feature? The material for this tile would have to be extremely durable as it would be falling off the walls quite frequently and with plenty of human interaction. In addition, I'm sure these tiles may also have to house a bit of electronics. That being said, I think it's something that could be done within this semester on at least with a few tiles.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Secret Column Doorway

Client 1:

It sounds like the column is operated manually? I imagine there is also a reset motor or pneumatic cylinder? Are guests unable to move the column until after they solve the puzzle?

Again, although I really like the concept, this is probably not going to work due to fire codes.

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Client 2:

This is a cool idea, but I worry it will be a real challenge to build. Something so big, but also moving. The scale might be the biggest challenge.

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Client 3:

I like the idea of something spinning to reveal - but sadly it can't be the exit door. See comment below.

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Reviewer 4:

This column adds a feeling of "Ancient Greece" to the room. It is an interesting concept, and when it turns to reveal the exit, it will definitely wow the users. It says that it will be heavy, but is this a physical load inside the column, or something that is stopping the users from turning it manually? If it is heavy, there may be limited motors that can move extremely heavy objects. I think that it should not be able to be rotated by the users to prevent them from breaking the column mechanism. Even if it moves by a small amount, some strong users may try to force it open. Overall, finding a secret doorway in a column would be a positive experience, but there might be safety issues for when it turns: the users can get their fingers caught (however, this can happen in any kind of automatic door, so you might be able to overlook this concern).

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Reviewer 5:

This column adds a feeling of "Ancient Greece" to the room. It is an interesting concept, and when it turns to reveal the exit, it will definitely wow the users. It says that it will be heavy, but is this a physical load inside the column, or something that is stopping the users from turning it manually? If it is heavy, there may be limited motors that can move extremely heavy objects. I think that it should not be able to be rotated by the users to prevent them from breaking the column mechanism. Even if it moves by a small amount, some strong users may try to force it open. Overall, finding a secret doorway in a column would be a positive experience, but there might be safety issues for when it turns: the users can get their fingers caught (however, this can happen in any kind of automatic door, so you might be able to overlook this concern).

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Reviewer 6:

Its not 100% clear how this gag will reveal itself. For e.g. how will the opening not be seen, but then later revealed when the puzzle is solved? Perhaps the column needs to be turned from its closed to open side? that could work and would get people involved in moving the column itself which could be fun.

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Reviewer 7:

This concept is one of, if not the main, focal point of the room. I think the design is nice and simple, yet fits well with the theme. I think people's eyes would be drawn to the column and definitely think that this column has some importance in the challenge. Have you thought about potentially including more than one column, sort of to throw people off? The doorway also fits nicely with the column look. I think this would be feasible, just on a larger scale. You'll definitely need a powerful motor of some sort to turn the column.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Hidden Exit Wall

Client 1:

I'm not sure whether making the tiles glow green is a really important visually effect, but it could certainly be cool. You're going to want to look into ways to do this by reflecting an external light source to avoid having fragile components in the tiles.

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Client 2:

Nice to see them together. I think it could be a nice combination wuith some tweaks from above.

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Client 3:

A very good idea - but just doesn't fit within our business model.

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Reviewer 4:

The combining of pieces on the wall, like a jigsaw puzzle is very innovative, and I think that users who like mental games will really enjoy solving this puzzle. The concept seems feasible, as it is only using magnets to stick the pieces onto the wall. It is unclear how the wall is going to sense that the pieces are in the right place, but perhaps you could use RFIDs for that. As long as the magnets stick on properly and stay on while the user is playing, I think it will be a smooth user experience. I wonder if there is any suggestion as to the location in which users are supposed to stick the blocks on. Is there a separate panel sticking out of the wall, that has spaces for the tiles to be placed? Or do users need to feel around for areas in which the tile will stick to? To make your puzzle even more self-resetting, perhaps the place in which the users need to stick the puzzle on, can be in completely different locations. For example, one round it was on the right wall, but next round it's near the entrance. That way, the puzzle pieces will never be on the ground near where the users need to assemble them, making the challenge a little more difficult. Also, the users will need to feel around the entire room to figure out the location of the magnets. This will further allow for users to come back, even if they already succeeded in finishing the room.

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Reviewer 5:

The combining of pieces on the wall, like a jigsaw puzzle is very innovative, and I think that users who like mental games will enjoy solving this puzzle. The concept seems feasible, as it is only using magnets to stick the pieces onto the wall. It is unclear how the wall is going to sense that the pieces are in the right place, but perhaps you could use RFIDs for that. As long as the magnets stick on properly and stay on while the user is playing, I think it will be a smooth user experience. I wonder if there is any suggestion as to the location in which users are supposed to stick the blocks on. Is there a separate panel sticking out of the wall, that has spaces for the tiles to be placed? Or do users need to feel around for areas in which the tile will stick to? To make your puzzle even "more" self-resetting, perhaps the place in which the users need to stick the puzzle on can constantly change from one round to the other. For example, one round it was on the right wall, but next round it's near the entrance. That way, the puzzle pieces will never be on the ground near where the users need to assemble them, making the challenge a little more difficult. Also, the users will need to feel around the entire room to figure out the location of the magnets. This will further allow for users to come back, even if they already succeeded in finishing the room.

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Reviewer 6:

I like the idea of the tiles glowing. How will the mechanism work exactly? You could have the room go dark when the challenge is won, and then the glow in the dark symbols are instantly revealed. Maybe a good chance to add a wow factor to the experience with some sound effects too.

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Reviewer 7:

The potential of this concept is great. I think the feasibility can be a bit challenging with all of the electronics. Trying to get the huge column to turn and the wiring and sensors for the tiles could be a bit tricky. However, I do think it's possible and perhaps something on a smaller scale would work well for testing and prototyping. As these are the main points of the adventure, I think people will be drawn to these elements instinctively. There's a lot of potential in this element to make it really interactive for the players.

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

Client 1:

Well done. Everything was well laid out and easy to follow.

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Client 2:

Nice sketches and good presentation. There could be a little more detail on how these devices might work. I think that would be the next step.

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Client 3:

Great! Nicely drawn, clearly explained.

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Reviewer 4:

The sketches for the storyboard was sufficient in conveying the message that was described in the description. On the other hand, the story was at times unclear where I was not sure how the puzzles were to be placed to complete the challenge. The sketches on the concepts were very detailed with shading that gave perspective. Some of the captions lacked explanations, which prevented me from fully understanding the goal of the concepts. Perhaps a more detailed explanation on the expected user experience would help the readers. The website was simple and could be easily navigated, but the bright blue background was sometimes distracting because it took the focus away from the sketches.

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Reviewer 5:

The sketches for the storyboard was sufficient in conveying the message that was described in the description. On the other hand, the story was at times unclear where I was not sure how the puzzles were to be placed to complete the challenge. The sketches on the concepts were very detailed with shading that gave perspective. Some of the captions lacked explanations, which prevented me from fully understanding the goal of the concepts. Perhaps a more detailed explanation on the expected user experience would help the readers. The website was simple and could be easily navigated, but the bright blue background was sometimes distracting because it took the focus away from the sketches.

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Reviewer 6:

Drawings and sketches were great, mostly clear. Could've used more explanation on the concept sketches on how exactly the gags would operate/move, what sensors and tools would be needed etc. The website was clear and easy to click through.

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Reviewer 7:

The sketching was very clear and easy to understand. The sketching in the storyboard put things in perspective with the size of the room which was good to see. The storyboard was also very clear as well. Great clarity and sketching technique!

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