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Concept Exploration (sketch model) Reviews
Home > Assignments > Concept exploration results > Reviews for Scale Room Model (looks-like)


 ConceptExecution
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Client 1:
Client 2:
Reviewer 3:
Reviewer 4:
Reviewer 5:
Reviewer 6:
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Feedback on the concept explored by the sketch model

Client 1:

This is a very important part of the prototyping moving toward of a full sized room. This model helped me to complete my understanding of the concept.

I think that reasonably you should shorten your distances. It would be better if almost everyone could reach, including children.

For your model aiming the lights backwards with reflective back wall works, but for a full sized experience you should think about using frosted plastic (acrylic works well) with the lights facing outward, placing nodes 2-3 inches from the surface will blur them almost completely.

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Client 2:

I agree with all of your observations about wingspan and reach - and the ergonomic design of the room being important in a game like this.

I have no real feedback on what you've modeled - as I think you addressed it all quite well. I think if you get into more specific game play (this trace goes here, this trace goes there) - more challenges in the design will become clear.

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Reviewer 3:

I think the team picked a good concept to explore. Getting the height and reach right is critical for this room and it looks like you've put a lot of thought into the possibilities.

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Reviewer 4:

I think you have the right instinct that relying only on LED colors could be problematic. Blinking LEDs is one option as you mentioned but try to avoid different blinking frequency as users tend to have a hard time distinguishing "fast" versus "slow" blinking.

Your analysis of average reach heights was a great way to set maximum heights of the connection points. It will probably be best to set them a little lower than these maximum heights as the younger players will probably be shorter than these average heights.

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Reviewer 5:

I think you did a good job exploring the heights and the placement of the buttons. You said: "When they press and hold buttons connecting circuits, the pathway lights up green. When the players start to run out of time, the circuits start flashing red." Wouldn't the red discourage players from pressing the buttons? Would it be a sudden change from green to red or a gradual one? Good job in considering adding audio cues to help color-blind people who can't distinguish between red and green.

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Reviewer 6:

It is an effective way to simulate the real environment before starting anything inside the real room.

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Feedback on the execution of the sketch model

Client 1:

Sketch was good, really solidified my understanding of your game and game play. I think some of the conclusions could be tweaked just a small amount.

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Client 2:

Nice room model! I like how you've addressed the scale of the room, the scale of the people within it. It's tricky to take an idea from concept to 'how does this actually fit.' I think this model does that job very well.

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Reviewer 3:

Nice job - it looks good and you addressed a lot of the concerns I had about the room (flashing lights, height, reach).

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Reviewer 4:

The model exhibited an easy way to achieve the visual effects you intend to implement. I would have liked to see what the circuits and room would have looked like applying all the maximum heights you figured out in your initial analysis of average user heights.

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Reviewer 5:

How did you turn the lights on? Was it just by plugging it into a power source or did you program it with a microcontroller like an Arduino? I like how you controlled the diffusion of the light. I like the black interior, as it really simulates being inside cyberspace.

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Reviewer 6:

It is fine. Not suggest strengthen light intensities for color blindness patients since normally they choose not to play such games and they actually could tell the right and real color by the color in their eyes. Also, high light intensities are harmful to players.

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