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Concept Sketch Reviews
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Pengming Sun
the remainders
[review]

StoryboardConcept Sketches
 Maths House Heist Password Panel Ultraviolet Lighting Torch Central Control Computer Presentation
Average Rating
 
Client 1:
Client 2:
Reviewer 3:
Reviewer 4:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Storyboard Maths House Heist: innovativeness and potential

Client 1:

You can't hide the exit door behind a bookcase, because the exit door must be visible and unlocked at all times in case of emergency.

You could hide gold somewhere in the room, instead of hiding the exit door. But every room has to stand on its own, so you can't use other rooms to explain the story of this one. In that case, how would you show the players that they are trying to access hidden gold? If you don't do that, it may be unclear to them why this room was included in the 'heist' theme.

Also, if I used a blacklight to see four digits light up on a keypad by the door, I would try entering those numbers into that keypad to try to unlock the door... how are players going to figure out that those numbers have to be put into the computer instead? And after the players get the right password into the computer, why do they have to solve a math problem? How does the math problem fit into the theme of the room? Finally, how would you get players to put the UV torches back after they're done in the room?

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Client 2:

I think it's pretty cool. The computer input could be a little more exciting. People use computers everday! Maybe there's a slightly more interesting way to input the secret code.

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Reviewer 3:

How will we make sure the flashlight doesn't get carried out of the room? I think this room could use more participation by more players. As it is, it looks like it could be solved just by one person. I think this room could have more potential, there are lots of mathematical objects and patterns that we can take advantage of like pi, the fibonacci sequence, square roots, etc. Maybe there can be a story to the heist, why are we heisting to begin with?

I really like the style of the sketches.

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Reviewer 4:

I'm not sure what the point of this game is. As far as I can tell, you find one clue with a UV light, then watch wile one person does stuff on a computer to figure out the code and the rest of the players watch. Something needs to prompt the players to know search for the clues to input on the computer. Is the gold search part of the overall theme?

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

Client 1:

You can't lock the exit door, so the keypad couldn't be on the door. Also, using a UV light to see the digits used in a password is classic, but the idea is that whoever locked the room put those numbers into that keypad in order to do so. Therefore, to unlock the room, you would have to use those numbers in that keypad again. It doesn't make sense to take the numbers to a different device (the computer) to enter the password.

Maybe skip the keypad entirely and just have numbers light up under UV light on the computer keyboard?

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Client 2:

Looks nice. Might be tricky to build, but can use many purchased components.

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Reviewer 3:

From a user experience point of view, it seems like even though there are buttons, they don't need to be pressed to advance the game. As we are only searching for the numbers that the fingerprints are on.

It seems like it is feasible, since there are no moving parts, so it simplifies fabrication.

It has potential to be mathematically challenging. For example, why just put a 2 when you could put square root of 4? Or why put a 9 when you could put 3 squared?

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Reviewer 4:

I like the idea of revealing the finger prints with the UV light like in the story board, though the concept sketch does not bring that aspect to light. The layout is simple to understand and it looks like there are some other features beyond a simple keypad to enhance the aesthetics. It is definitely a good spot to look when searching for a number sequence.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Ultraviolet Lighting Torch

Client 1:

This is a good spy-type tool that people associate with finding hidden things, but you have to make sure people don't walk off with it.

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Client 2:

Makes sense. Maybe it would be tricky if it's loose.

Will it get lost? or moved around the room?

How does it get automatically reset without a staff member?

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Reviewer 3:

The UV flashlight seems feasible to implement since I believe these already exist, so it's just a matter of buying one and not creating it from scratch. From a human factors perspective, it will be easy to operate since it is already a commercial product and so people already know how to use it. From a user experience point of view, hopefully the players don't direct it into each other's eyes.

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Reviewer 4:

I get that this is a flashlight and which end the light shines from. I'm less clear on the on/off switch/button/toggle. Will something on the flashlight indicate that it's UV or will players have to figure it out? Something will have to ensure it does not leave the room, perhaps tethering it to something.

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

Client 1:

I like the idea of using a computer to break into something, but I don't understand how it's used here.

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Client 2:

Nice sketch. Looks like a computer. Maybe this could be something a little more unusual?

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Reviewer 3:

Again, this object is already commercially available so it won't involve so much in the fabricating aspect. If anything, it needs more software development to enable the math games. Computers are already built with human factors in mind, so it will have an ergonomic keyboard and mouse. How will this gag involve multiple players? Right now, it seems like one person will be the one at the computer with the other players looking over their shoulder. Maybe have 3 screens each facing a different direction? Then you can extend the display so that the players communicate with each other about which value they're inputting into which box for the math problem.

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Reviewer 4:

This is a computer. All players should know how to use it. The CRT monitor is definitely old school.

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

Client 1:

In your storyboard, your sketches were clear, and I could follow what the players were supposed to do (even if I didn't understand why). Your concept sketches were also clear, but they didn't give me much information - I've seen a flashlight and a computer before. How are these things going to change to be used in your game?

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Client 2:

Beautiful sketches. Maybe the game could involve a little more, and think about how the game would reset.

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Reviewer 3:

Yes, this person did use vanishing points to create perspective. However, there is no tone and shading. It still looks like a skeletal model. It looks like it was done in pencil, which is fine, but it will look bolder and better if followed up with a thicker lined pen. Web presentation was simple. It might have been fun to add faded numbers and mathematical symbols in the background.

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Reviewer 4:

Sketching Technique: excellent technique and clear pictures

Storyboard: good pictures, but the game was a bit too simple and motivation ambiguous

Concept sketches: good sketch techniques employed, but 2 of the 3 were typical items with no discernible unique characteristics

Web Presentation: would have liked brief descriptions for the concept sketches and bigger pictures or the ability to zoom.

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