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User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Katerina Daveynis

Katerina Daveynis
scribbles n bits
[review]

 Illuminate the Tunnel Get Out of The Way Disable the Light storyboard design/website Train Tracks
Average Rating
 
Client 1:
Client 2:
Reviewer 3:
Reviewer 4:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Innovativeness and potential of Illuminate the Tunnel storyboard

Client 1:

It seems like the first light to turn on would make finding the other light switches too easy. Perhaps some dramatic twists and turns could shield the light and make progress feel sequential.

Having players feeling for things in the dark provides great opportunities for funny, scary, or surprising reveal moments.

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Client 2:

This is not a complete game idea. Reading through your other storyboards, it looks like you have one room done, spread across three storyboards. I will critique this as if all three were one room.

I like the setting you have. A dark underground tunnel presents some great theming opportunities (I might leave out the water and rats, but we can include some other nice atmospheric elements). There are some practicality considerations here. How are you planning on representing the train going by? I wonder if you could just hint at the arrival of the train by making the headlight very bright, the train noise very loud, and using an air cylinder to blast air along the railway as the train "arrives".

I like the idea of the solution involving rerouting the train or turning on the stop light. It reminds me of old action movies - I can picture James Bond being in this situation!

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Reviewer 3:

I like the creepiness of this concept. The water dropping and possibility of rats adds to the aesthetic and could be good for bringing the users into the experience. Given that the room will be in an open world space without a roof, there may be sounds from other rooms impinging on the quietness, so consider that (also darkness).

I would like to better understand what happens to players if they don't find the switch (re: 25% success rate). Are there some switches that work and others don't? That may be an area to dig deeper into for a more complex challenge. Also, tying the aesthetic of the tunnel into the theme might be good idea. Is this a mine shaft? A sewer? And how does that aesthetic relate to the challenge.

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Reviewer 4:

You did a really good job of showing the potential user what kind of experience they are getting themselves into. From your drawings and captions you gave me the impression that I'm going to be walking into almost a sewer like tunnel that's moist, grimy, and just not a pleasant place to be. The sound descriptions make me imagine being in the tunnel and being spooked out trying to move forward.

I think the general idea of "crossing through a dark tunnel" has been a pretty used idea before, however I do think that there can be implementations of your idea that would fit well as an introduction into a larger challenge or theme. Possibly even have a larger challenge that is exposed once the lights of the tunnel have been found.

Ooooh, or maybe having only certain things exposed under certain lights. That way the team would have to work together to go back and forth on the light panel to unlock all the challenges and complete the passage of the tunnel. The more I think of the idea of the tunnel, the more ideas start popping up so I'd say that your storyboard is broad enough to be implemented in a variety of ways.

Overall, I think that there needs to be more exploration. An idea more complex than just turning on a light can definitely be accomplished without having to compromise all the other effects in the storyboard. But I think the simplicity of the idea can allow you to branch into a lot of different and cool ideas.

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Innovativeness and potential of Get Out of The Way storyboard

Client 1:

Perhaps provide hiding places outside of the track that everyone must be hidden in when trains represented by lighting effects pass by? The 'trains' could be frequent enough to require using multiple hiding spots to cross the tunnel.

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Client 2:

See above

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Reviewer 3:

I like the "deer in headlights" idea here. If its dark and the light is bright enough to be blinding, it would definitely make for a challenging and immersive challenge. Definitely opportunities to play with perspective, wit the train approaching.

How does a person beat this challenge? Also, is there actually going to be a physical object passing by the players and what are the safety concerns around that? Also how does the light color correlate with the player movements? Does it go red every time they step on the tracks?

Another good concept that may create a cool effect on the players, but I would like to better understand the challenge associated.

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Reviewer 4:

The idea of having to do something in a certain time interval seems like an interesting topic to explore. However, my first impressions of this storyboard bring up a lot of questions about the implementation of the train. At least for the requirements of the Open World setting of the class project, where we have small individual rooms, I'm wondering how this idea would be applied. What happens if players don't move out of the way of the train? Would the train even be a physical object? I also think that in order to fully appreciate this storyboard there has to be an explanation or at least a glimpse into what happens next or how the team solves the challenge without getting "ran over." Is the purpose to stop the train, derail the train off its tracks, or what? These questions are all good things to think about moving forward if you develop more in depth storyboards.

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Innovativeness and potential of Disable the Light storyboard

Client 1:

Racing the clock to re-wire a controller could be fun in many themes. More detail on the nature of the wiring puzzle would make the storyboard clearer.

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Client 2:

See above

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Reviewer 3:

Now seeing the third storyboard, these three fit nicely together perhaps as a single more complex room or one leading directly to the next. I like that there's an insight required to figure out the puzzle ("what if we deactivate the light") rather than being super obvious. This ambiguity along with the stress of the passing train aesthetic could make for a challenging puzzle.

WIth regard to the puzzle itself, consider how it needs to be self-resetting. Perhaps two different configurations of connections could be used and consecutive users alternate between the two.

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Reviewer 4:

I wrote my comments above without looking at your final storyboard. Now that I am seeing all 3 storyboards it seems like the 3 of them tie into one complete room idea, which makes a lot more sense. I now understand where you were going with the train idea and deactivating its operation. As an entire room I think it actually comes together pretty nicely and can see the potential your ideas have. Again, some of the concerns I mentioned above still stand but the points I made about feeling like something was missing was definitely addressed by this storyboard.

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Storyboard design and website presentation and execution

Client 1:

These storyboards appear to all happen in the same space, but could be stretched or changed into three unique spaces on the "Subway Tunnel" theme.

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Client 2:

As a single concept, these storyboards are relatively comprehensive, and they get the idea across. I think you could have spent a few more panels on the actual gameplay (what does that wiring panel look like?) and maybe show how all of the components fit together in the room. I don't really have a sense of where the tracks are in relation to the wires or the lights, and how the players might interact with the space while they're trying to figure out the puzzle. I'd also like to see some indication of success/failure feedback. If the feedback is given through the proximity of the train, then show that!

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Reviewer 3:

You made good use of shading in your storyboard. Much of the feel in the challenge relies on darkness and you were effective with the use of grey scale markers. Use of one-point perspective brought the tunnel feel to life. I think you used enough frames to explain the theme, and each frame felt intentional. I think you could use a bit more text description for each frame to bring the concept to life, but the text you did include did a good job describing the mindset of the user.

Your website is basic but effective. Each storyboard is labeled. I think an overall theme and title for the site would have helped me understand that the three storyboards were so closely related or what the "meta" theme actually is.

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Reviewer 4:

Your drawings are really simple and easy to understand and that allowed you to not use complicated or long captions. I could go through and process everything you were trying to demonstrate without any problems or hesitations. I could see and read everything clearly, nothing was out of focus and the enlarging option helped look into more detail. Overall, I had no issues understanding what you were trying to demonstrate.

Your website was also really simple and it met all the basic requirements. I think it would have been cool to see a website that also gave the impression to some extent of the setting of your storyboard.

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Room theme, Train Tracks: engaging and interesting? identifiable with target users?

Client 1:

A theme based around exploring subway tunnels could be fairly exciting.

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Client 2:

I like this setting, even if you don't have a name for it. You could call this theme "Subway" and explore ticketing puzzles / train-related rooms, or "Urban Exploration" and bring in different abandoned building settings. I'd like to see more of your ideas before I can judge whether this theme is a good one, but I think this is a good start.

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Reviewer 3:

I think there is a good opportunity here, but making a stronger appeal to the overall theme may help the users connect with it. Ideally, this theme would connect back to an experience or fantasy they've had as a kid so making that more clear would be helpful.

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Reviewer 4:

I'm not 100% sure if we were supposed to come up with 3 completely different room ideas or come up with 3 ideas that would work really well in conjunction, but I think that your 3 storyboards together can have the potential to be engaging for the target audience. If the mini challenges (the cable game and the light switch panel) are thought out a bit more and developed further, then it will be challenging enough to confuse users. A theme was never mentioned, but I'm assuming that it has to do with something related to dangerous tunnels?

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