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Jamison Go
5 Wits First Dates
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 start puzzle 1start puzzle 2start puzzle 3start puzzle 4Presentation
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Reviewer 1:
Reviewer 2:
Reviewer 3:
Client 4:
1-marginal     2-ok    3-good     4-very good    5-outstanding

start puzzle 1 concept sketch comments

Reviewer 1:

I think your idea to have the people walk across the tiles to activate the puzzle is great.

It gives them the opportunity to hear the sounds before they have to figure it out.

I still like the idea of having multiple doorways; it could give the illusion that the place is a lot bigger than it already is.

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Reviewer 2:

I agree that simplifying the layout of the room will more directly guide the participants in the direction you intend for them to go. The only feedback that participants receive from the floor might not necessarily guide the participants toward the other door if they end up just playing on the floor - especially in large groups when the sounds might end up producing a cacophony that is indiscernible from the sounds played to the participants that they are supposed to mimic.

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Reviewer 3:

I love the idea that "the placement of the button teaches the guests how to play the game before it has started". It's pretty good in the user experience point of view. It's natural to reach a button next to a door. And reduction of door can also eliminate the confusion.

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Client 4:

This is great -- I love that you are thinking about the real flow of guests through the room, and the thought process they must go through sequentially to figure out the riddle.

Decoupling the puzzle from the doors themselves could be valuable, depending how the design of the room wraps up.

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start puzzle 2 concept sketch comments

Reviewer 1:

Definitely feasible, but not really that exciting.

I like the evolution of your ideas as your sketches progress.

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Reviewer 2:

Exploring the aesthetic and form of this button is fun - I like the simplicity of this version and it seems highly implementable. The only concern I have is the 'door open' button itself - it looks like the 'eject' button on a Mac, and since there is no ubiquitous 'this button opens the door in front of you' symbol (other than handicap buttons), it might be kind of challenging to apply a symbol to this button. (I think the photos of your first and third button versions are mismatched with the descriptions, by the way)

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Reviewer 3:

The tactile button is pretty cool. It will be great if there's like a hand scan when I touch the panel!

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Client 4:

This is probably my favorite of your keypad sketches -- simple, clear.

I like the alien hand motif, pretty funny.

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start puzzle 3 concept sketch comments

Reviewer 1:

I like the look of this controller the best.

I like that it comes out of the wall; when I think sci-fi, I don't think of the most advanced technology, I think of what people 20 years ago thought our future would look like.

This one fits the bill.

I also like the idea of the palm scanner; could you incorporate that into the design of this controller?

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Reviewer 2:

This embodiment definitely says sci-fi from a couple of movies I can remember watching - but will the responsive feedback be apparent to a large group of people if only one person can really interact with the button, given a somewhat limited viewing angle?

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Reviewer 3:

The design is very sci-fi look. However, I'm a little not sure about how it works. What's the passcode? And how are the guests going to solve it?

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Client 4:

Simple is good -- unless the touchscreen had some content to display and/or some relevance to the game, we'd probably skip it.

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start puzzle 4 concept sketch comments

Reviewer 1:

I like the idea of the palm scanner, and (assuming that the sketch is your 1st page) it looks the most futuristic (though not the most sci-fi).

I would echo my previous recommendation to merge your two last two ideas.

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Reviewer 2:

The hand scanner idea is super sci-fi and would be fun to interact with. I worry that like the second embodiment, it will only be fun for the one person interacting with the panel. Is there a way to show the feedback on a larger scale (maybe a hidden LED panel above the doorway that responds), then more people should try to scan before the overhead speaker tells them to recreate the noises? This one probably has the most appeal as a user experience, to me.

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Reviewer 3:

Yeah, I love the hand scanner idea. It would be great if it can be designed in a more high-tech look. For example, those screens that appears in the "Iron Man" movie.

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Client 4:

I like the idea of a hand scanner a lot.

Oh, I just figured out that your 2nd and 4th sketch are mixed up -- meaning the text that is currently with the 2nd sketch belongs with the 4th.

I like the hand scanner (alien hand) the best -- very neat gag, and could be made visually cool.

You would need a clear way to indicate that the floor puzzle is the way to bi-pass this scanner, which is not really intuitive.

This is a neat idea.

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Overall concept sketch clarity and presentation

Reviewer 1:

I like the web design.

It is simple and nice.

I think that two of your drawings are switched; the 1st and 3rd controller concept seem to be describing something that is not pictured on the same page.

This was really confusing at first, and your first idea didn't really make sense to me until I saw the 3rd concept picture.

I would recommend a final review before submitting your work.

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Reviewer 2:

Given your little notes on the drawings, and the thorough captions, the ideas make sense and convey a lot of informations as they apply to the storyboard.

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Reviewer 3:

The drawings are pretty good. Nice work. It will be better if the size it's slightly bigger. It's a little hard for me to read the words in the drawings.

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Client 4:

Sketches were great -- nice drawings, articulate descriptions.

The handwritten annotations in the images came out a bit small to read, the way it was formatted on the web.

Two of the drawings were swapped.

Still, a strong presentation of some good ideas.

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