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Concept Sketch Reviews
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Han He
the remainders
[review]

StoryboardConcept Sketches
 Tetris Code Indicator Tetris Tetris Wall Presentation
Average Rating
 
Client 1:
Client 2:
Reviewer 3:
Reviewer 4:
Reviewer 5:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Storyboard Tetris Code: innovativeness and potential

Client 1:

I like the idea of having the players do vertical jigsaw puzzles to fill up a space. However, I don't see how this game fits into the Heist theme. Each room has to stand alone, so you can't put a room of treasures to steal after this one. Could the players "steal" something in this room?

We can't prevent the exit door from opening before the players finish the game, because the players have to be able to leave the room if there is an emergency like a fire. Is there another goal you could give the players, besides opening the door?

If you decide to move forward with this idea, you should test how long it takes for players to complete the three Tetris doors. If it takes long enough, you might not need the part of the game where players rotate the doors to try to find the correct angles. Each of these rooms only needs to take 2-5 minutes, so the Tetris part might be enough.

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Client 2:

I think the game is interesting. I worry about moving such small pieces. Will they wander off? Will they be removed or used to damage the room? I'm also curious how you would sense the pieces on the wall. That could be tricky.

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Reviewer 3:

I like the idea of having three walls to engage three users. Since the theme is a heist, it would be cool if users actually got to see a treasure when solving the puzzle instead of just being told that they are one step closer to the treasure. I think it would be more satisfying. It would also help make the theme more apparent since it really isn't from the style of the puzzle.

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Reviewer 4:

I'm very intrigued by this idea, however I'm confused with how it works. The storyboard doesn't fully explain each step and there are some holes in the logic, from my point of view.

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Reviewer 5:

I think the concept of the tetris board is really fun! It seems very implementable and affordable to construct. My only thought about the function of it is that the reference to tetris might confuse participants. In tetris, the goal is specifically not to let the box fill to the top, isn't it? In this game, my understanding is that the goal is to fill the pieces to the top. How will you be sure the box can't activate unless it is filled in the perfect manner (e.g. couldn't I just trigger it if I press all the interior edges?)?

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

Client 1:

So the indicator lights up when the players rotate the doors to the correct angle. What if the players do that before they are finished putting the Tetris pieces in the door? If the indicator is only checking for the angles of the doors, it might let players win the game before they've completed Tetris.

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Client 2:

I think this is simple and your drawing is clear.

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Reviewer 3:

Think about how the indicator lights will know when to light up. Will they be receiving wireless signals from sensors attached to the walls? You could use radio transmitters. Bluetooth might also work since the distance between the walls and indicator lights is not too long. This also seems feasible to make.

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Reviewer 4:

I like the Indicator idea. It is simplistic yet also very helpful to provide the player with subtle clues as to their progress.

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Reviewer 5:

Excellent perspective and coloring. I wasn't clear where it would be mounted, however.

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

Client 1:

I like that you've considered making the corners rounded to increase the safety of this game, and using a high-friction exterior for the blocks so that they won't fall out of the door while players are building. To reset the game, you have to push the blocks out of the door so they fall to the ground. Since each game is short, this will happen every few minutes. What can the blocks be made of, so they won't break or get damaged after being dropped so many times?

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Client 2:

Pieces like this would be tricky. Sensing might be the most difficult part.

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Reviewer 3:

It is good that you considered the grip of users and rounded the corners of this piece. This seems super feasible to make. I would consider materials that are not brittle or heavy. I do worry that some users may walk out with these pieces. How can you prevent this from happening?

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Reviewer 4:

The tetris idea is great and one that a lot of players will resonate with. The concern I have with the idea, is how easily it will be to reset?

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Reviewer 5:

The block idea is sound. How much tolerance will there be, as the pieces wear out? What sort of connections will exist between the pieces other than friction? How does the game reset?

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

Client 1:

I'm glad that you thought about how to reset the game, and built that into your door. How does the door know when it is full of Tetris blocks that have been placed correctly? I can't see an easy way to do that, but maybe you know of one.

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Client 2:

I'm worried a little bit about this assembly How would it be sensed? Would the reset be reliable. I think this would be the tricky and part of this game.

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Reviewer 3:

How will you reset the angle of the Tetris walls? Is the axle mechanism shown only mechanical or does it have some kind of motor that you could code to automatically reset to the original angle when the game ends? If so, how does the wall know when the game ends? How will the wall know when it's filled? How will the indicator light know when to light up? How will the pedal know when to activate? You could use photo sensors on the pedal such that when they are all covered, the wall will know when it's filled. How tall are the walls? It may be frustrating for shorter users if they can't reach high enough to fill up the wall. I think building this wall is feasible for this class.

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Reviewer 4:

It's unclear if the tetris pieces are on a television screen, or if they are physical pieces that the user is touching. If the latter, what is stopping them from taking them?

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Reviewer 5:

Having moving panels seems a little logistically complex for what 5wits does, but the setup looks like it'd be pretty robust to me.

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

Client 1:

The website was easy to navigate, and the sketches were clear. I also liked that I could click on a sketch to make it bigger and easy to read.

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Client 2:

Nice clear presentation. Nice and easy to understand.

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Reviewer 3:

Your drawings for your concept sketches and storyboard were clear. I appreciated that I could click on the concept sketches to take a closer look. Your website was easy to navigate and understand.

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Reviewer 4:

I really like the idea for the room overall, but the presentation and style is a bit confusing. I'm not entirely sure how everything fits together from the storyboard, and the sketches don't necessarily add a lot of clarity.

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Reviewer 5:

I think your sketches clearly indicate what the setup would look like in real life, with good color and detail.

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