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Concept Sketch Reviews
Home > Assignments > Concept sketch results > Reviews for Gina Han

Gina Han
6dimwits
[review]

StoryboardConcept Sketches
 Ravaging for Groceries Shopping Cart Climbing Shelves Top Shelves Presentation
Average Rating
 
Client 1:
Client 2:
Reviewer 3:
Reviewer 4:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Storyboard Ravaging for Groceries: innovativeness and potential

Client 1:

This is a unique and creative concept. Safety is obviously one concern, but can probably be figured out. How do you keep guests from just climbing all shelves? If there are more than 2 people what does everyone do? How do we make the grocery store fit into a small OpenWorld room?

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Client 2:

I like your game a lot. I think it's simple and fun. The one observation I have it that I don't think anyone is going to use the cart. I think they will all just immediately climb the shelves. Maybe think about what you really want the guest to do in the room, and change around the incentives a little bit.

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Reviewer 3:

Ravaging for Groceries aligns well with the post-apocalyptic theme, and the goal of collecting groceries from the top shelf make sense. The multiple mechanisms for reaching the groceries will allow all members of the group to participate and work together to accomplish the goal. Depending on how difficult the shelves are to climb the difficulty of this room can be adjusted. To further adjust the difficulty of this room, the boxes might be designed to "expire" with time, leading to strategy that requires some boxes to be grabbed first. An additional mechanism like that might add some strategy to decrease the success rate of the room if it is too high. Overall, the idea is novel and fits well with the theme, in addition to having the potential to engage all group members.

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Reviewer 4:

I really like the theme of a post-apocalyptic world, and I think that it's a very "common-knowledge" sort of thing that during these hypothetical times, ravaging for groceries and supplies is expected.

In terms of the actual challenge, I just wonder how you would keep people from climbing the shelves in the area where you're supposed to use the shopping cart. Maybe you could make it so that the bottom shelves are broken or missing, thus indicating to the players that they need to find an alternative. Personally, I feel like I could easily climb some grocery shelves and wouldn't need the help of "grippy sides" to do so.

My only real concern might be that the challenge is too easy once you figure out the shopping cart thing, which shouldn't be too difficult. Also, how can this room be fail-able?

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Potential, feasibility, user experience and human factors shown in the concept sketch, Shopping Cart

Client 1:

This detail is helpful. Is a standard shopping cart strong enough for this use?

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Client 2:

Makes sense to me. The track may be a challenge to build robustly. Maybe you can eliminate the cart all together and just make it a climbing game.

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Reviewer 3:

The shopping cart seems to be a fun addition as many people will be amused by pushing (or being pushed) in a shopping cart. A shopping cart would also be easy to create and easy for users to understand, as probably all visitors have gone grocery shopping before. One concern might be at the users could lift the shopping cart off of the rails and use it for the rest of the items, and potentially leave the room messed up for the next group. A redesign to have axles on the shopping cart stick out and fit in a groove under the floor could fix this issue. Since shopping carts are already designed to hold a lot of weight and be used in roughly this manner, this aspect of the challenge seems easy to create and fun to use.

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Reviewer 4:

I feel like this is a fairly simple and easy concept to execute--you would just need to design the rail/cart to be able to take a lot of wear when players inevitably try to drive it past the railing or even take it out of the railing.

In terms of user-usage, I don't think anybody would be very confused with how to operate the shopping cart since it's being used the same way you'd normally use a shopping cart.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Climbing Shelves

Client 1:

Good drawing. Will handles in the shelves be helpful in climbing?

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Client 2:

I think this sounds great. I think people would find this fun probably. Maybe there could be some added elements to this. Other things to climb, maybe some things you can't touch?

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Reviewer 3:

The climbing shelves are simple and easy to understand. The grippy material and handholds will allow more guests to climb them in more manners. As currently pictured the shelves are thin cantilevered slabs which might bend if users exert their weight on the edge. If the shelves had some sort of vertical support near the front every few feet they would be significantly stronger and less likely to break or bend a lot when climbed on. Another important factor in shelf climb-ability will be the width of the isles, as if the shelves are close enough the user could climb with hands and feet on each side. The shelves have potential to engage the group members who are not interacting with the shopping cart, and give more opinions for how each team plans to achieve the challenge.

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Reviewer 4:

As I said in the storyboard critique, while this is a good concept, I feel like all the "helping" materials (like the grippy edges or handles) are unnecessary. I think most people could climb up regular store shelves without much trouble. Maybe instead, add hidden hand/foot slots to make climbing slightly easier. Another possibility could be to make the shelves decrease in depth as you escalated, so they were more stair-like and not just a vertical climb.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Top Shelves

Client 1:

I am unclear on what the LCD displays are used for. Everything else makes sense.

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Client 2:

Cool idea. Simple. You would want to make them very robust so people can't mess with them or pull them down.

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Reviewer 3:

The top shelf design is simple, effective and well explained. The light is a clear indicator the user should interact with that object, and will be easy to see if the items are place close enough to the edge. As long as the touch sensors are reliable the user experience will be easy and intuitive, and users will likely enjoy the small rewards of successfully turning off each light.

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Reviewer 4:

Good concept in terms of reset-ability, but I think that an easier way for users to know how to do it would be to just put a button on the item. I think people are more likely to push a button than to touch a screen (which may or may not be a touch-screen in their minds).

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

Client 1:

Everything is clear, concise, and well presented.

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Client 2:

Nice presentation. Very clear. Good work!

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Reviewer 3:

The sketches use perspective and shading to represent the objects in 3d, making it easy for the reader to understand the concepts presented. The font is easy to read and explains the details which need further explanation from the sketch. The story board is also clear and easy to follow. The web presentation is simple, clear and easy to navigate. To further improve the presentation the website could be themed to match with the post apocalyptic theme.

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Reviewer 4:

I think that everything was very clear for the most part. My only real critique would be to maybe put a little more detail into the drawings and maybe to make the website more themed to the apocalypse theme.

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