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Kelly Chen
6dimwits
[review]

StoryboardConcept Sketches
 Fix the Power Plant Crank Control Panel Power Box 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 Fix the Power Plant: innovativeness and potential

Client 1:

I like the idea of restoring power in an apocalypse scenario. Having one person reading instructions while another person has to figure things out sounds like a lot of fun too! I don' know if I completely understand the powersource bit? They are physical 'batteries' that move around the room? Can they be reset?

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Client 2:

This is a really nice game. I like the logic of a crank activating a puzzle in the wall. I also love the human chain. I think it's super fun, and would make a great way to "charge" up the batteries.

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Reviewer 3:

I think this puzzle has the potential to be very neat, but as drawn, needs further development.

The theme has the potential to be very spooky and I would like to see more details on how it's escapist, not just like going to work.

What kind of instructions appear? How do they set the controls? I would hope this is a puzzle, not just a list of values to set knobs to. How would this part of the room be fun for all players?

I would like to know some more details about the connection. How will you sense it? Is the voltage drop across 5 people too much? If it only needs 2 people as drawn, what are the others doing?

For the progress tracking, it seems like it would be 0 or 100 based on if the connection is made. Is that challenging? I think the battery concept can be a really neat prop and not just a display over the door.

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Reviewer 4:

I can see the repeat playability with the digital instructions, that way the game can be different each time.

In the "Communication" panel of the storyboard, maybe add another control station to involve more players. Regarding innovativeness, I think a power station room can be new, as long as the buttons/levers/sliders are interesting to use.

I like the battery-shaped progress bar. It might be cool to have not only dim lighting, but flickering lighting too.

I think there is a lot of potential with using electricity in this room especially as it relates to bringing power back, particularly in the "Make Connection" panel.

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Reviewer 5:

Fix the Power Plant sounds like a neat game for a post-apocalyptic themed set of rooms. I really like how multiple players are engaged (i.e. one has to crank the handle to reveal the instructions while someone else carries out the changes in the control board). I am somewhat concerned about the ability to complete the cranking/instruction following as well as the power box connections within the 2-3-minute timeframe. If a time-reduction is required, the cranking and instructions would probably be a standalone game or the amount of instructions could be reduced to a couple of movements to allow the team to figure out the power bank connections.

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

Client 1:

This doesn't provide a lot of additional information, but it seems like a feasible idea. I like that you mentioned resetability.

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Client 2:

The crank makes sense. I understand what you're trying to make. Maybe you could mount it to the wall and save some time building the case it mounts in.

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Reviewer 3:

The sketch is clear. It shows a gear. How do you keep people's fingers out? How will you make the sound effects/sticky rusty feeling?

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Reviewer 4:

The Crank adds a physical element to the game as it requires movement of a handle. It seems like there is only one handle. For user experience, maybe it would be more fun if there were multiple handles to have to turn. The gag has potential, as long as the mechanics are figured out. It seems pretty feasible, especially if it has a robust design so that users don't forcefully break it. Regarding human factors, a crank is an easily identifiable object and it is intuitive how to use it. Is it that once it's turned sufficiently, it will electronically activate the control panel screens?

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Reviewer 5:

The crank should be a feasible item to include within the fix the power plant game. I am unsure what the gear in the front is doing, it currently seems like is included for decoration. Is it driving something beneath using a chain? The current play prompts the user to move the crank as the room is otherwise empty but there might be other decoration elements of the crank that could convey the idea that this is the first step to recovering power (maybe a blinking light that reads emergency, or mechanical restart required).

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

Client 1:

This sounds like a fun array of input devices.

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Client 2:

I understand your idea. This can get very IO "heavy", but just keep that in mind and make the motions/action really count!

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Reviewer 3:

The sketch is clear. How many people will be involved in this part of the puzzle? Is there a code between the instructions and the panel or is it just "set switch 1 to 60%"

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Reviewer 4:

It might be nice to have an obstruction to prevent the person operating the control panel from just reading the screen above the crank, as it will help foster communication.

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Reviewer 5:

The control panel, with its various knobs, buttons and sliders, should be a neat object to fiddle with. I am unsure what the six boxes and two cubes on the upper right corner might be... buttons? the power restoration lights? More clarity on these features, and a clearer connection with some of the instructions in the storyboard would go a long way in fully describing the play of the room. The electronic display is a neat way of automatically restoring the room to the "original" conditions. Note that you will require a reading of the state of the buttons/sliders/etc. will be required to determine the instructions for the next players.

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

Client 1:

Again, I don't fully understand this part of the game. How will these be reset?

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Client 2:

This seems great. Simple, no moving parts. And it makes (some) logically sense.

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Reviewer 3:

It's a box......

How much voltage will you need?

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Reviewer 4:

Players might be reluctant to link themselves up to a power source not knowing if they will be electrocuted or not, but I suppose it is part of the theme, so they should know to take it with a grain of salt. I can imagine the power box modeled convincingly, so it has potential there. For human factors, power boxes can be made to have handles so it makes it ergonomic to interface with.

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Reviewer 5:

The power box looks a lot like a car battery. Is that what you are going for so that the players easily identify them as power-objects? I would appreciate more description on how these power boxes will be connected. Do they have two poles and you have to connect the positives and the negatives to one another? If there are more than two power boxes how will the players know what to connect? How will the connections be made and how are these automatically resettable? Actuated knobs or retractable connectors might resolve.

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

Client 1:

Very nice sketches and a well laid out website.

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Client 2:

I like this a lot. Clear and understandable. Good Job!

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Reviewer 3:

I would have liked a link between the storyboard/concept sketches on the page.

The presentation is simple and effective. I like the drawings. I would like to see some description on how this theme is exotic and immersive -- sound effects, lights, etc, but it could work.

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Reviewer 4:

Yes, I was able to extrapolate the vanishing points from the sketches. Shading of the top of the crank was done according to the principles learned in class for the cylinder. The objects were grounded, not floating in space.

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Reviewer 5:

The website uses an easy to read font, and appropriate sizes for all elements. I really appreciate the feature of clicking on the storyboards to enlarge. I would like to be able to navigate between the storyboard and the concept sketches with a button as opposed of relying on the url (initially I thought that there was no storyboard...); however, I understand that this wasn't required. Other than this, the site is easy to navigate and the design doesn't distract the user from the concept sketches or the storyboard.

With regards to the sketching technique, Kelly uses the marker shading techniques proficiently, grounding all of her concept sketch drawings. I would like to see more of the cylinder and sphere shading technique, particularly for the crank concept sketch where the handle is somewhat out of place with respect to the shading of the box.

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