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User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for David D'Achiardi

David D'Achiardi
the remainders
[review]

 Emergency Landing Teletransport Tunnels From Dirt to Food storyboard design/website Outer Space
Average Rating
 
Client 1:
Reviewer 2:
Reviewer 3:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Innovativeness and potential of Emergency Landing storyboard

Client 1:

I'm not sure I totally understand what happens in this room. It sounds like you pump the fuel manually to 'land the spacecraft?'

I think that this idea needs to be refined down to its simplest components. What do players actually do in this room? What is the challenge? How will it work?

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Reviewer 2:

I like the immediate engagement of the players with a critical problem to solve and having to explore the ship in order to solve the puzzle. I also like that both have to be restored together to make the team further coordinate. However, you should make sure that the players are at least subtlety informed that they must do the two simultaneously or it may be an unfair expectation for them to figure it out with no prior hints.

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Reviewer 3:

I think this game room (Emergency landing) has great potential for teamwork and theming/decor as a mystery-type room (defined by 5 Wits as a game where at first you are unsure of what to do, but once you have the realization the task is easy). I really like how you let the players sit up in the front, with wide windows into space, this really has the potential for some cheap yet "wow-factor" theming and decor. The Fuel Tank #1 and Fuel Tank #2 tasks are great because they require teammates to work together and the same time in order to achieve success. I don't think the meteor shower is necessary- it could just be that the spaceship is landing and low on fuel. The meteor shower in scene 3 adds confusion because I thought the task following would be to pilot the spaceship to dodge meteors.

I am a bit confused spatially, is the fuel display and ship map (scenes 4 and 5) visible from where the pilot seats are? Do players need to get up to fix the fuel tanks behind the seats? Or is it all in front of the seats?

Overall great job! Looks like a fun game that I'd like to play.

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Innovativeness and potential of Teletransport Tunnels storyboard

Client 1:

The storyboard could be more clear. I think this involves connecting pipes between planets and hitting go. This could be an interesting concept, but it needs a lot of refinement. Gameplay is not well defined.

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Reviewer 2:

I had a bit of trouble understanding the overall gameplay mechanics of this room. As I understand it the players must place tunnels of a set length from planet to planet as request come in. I think that incorporating a teleporter element to a room is innovative when used in a challenge, however I feel like the concept is under utilized with the current puzzle structure. There a lot of potential to really create the teleporter experience for the players that might help to make the room more innovative.

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Reviewer 3:

One of the most innovative and creative game ideas I've seen so far! I really like the teleportation concept. I like the potential for teamwork that goes into matching connection lengths between planets. The game is easy to make resettable with magnetic connections that can turn off to let the connections drop. It is unclear how you would communicate to the players which connections are needed, but there is lots of potential to explore and experiment with that. One idea (instead of a played audio recording) is to use flashing lights between planets. I really like the big "boom" finish because it offers a positive reward to players and has great potential for some special effects. I also really like how the "good-bye" room exit ties into the teleportation theme.

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Innovativeness and potential of From Dirt to Food storyboard

Client 1:

I don't understand how this would work from a technical standpoint. How would plants grow? How would they know when and how to grow? How is it reset?

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Reviewer 2:

I have difficulty seeing as much potential in this room. I don't think that the concept will immediately grab a player as it is difficult to design an experience around growing food with the player just having entered the room and the plants being fake. A concept like this would also require some sort of feedback system for the player to know if they are performing well or poorly before the plants 'die'. I think for this idea more elements of the outer space theme could be incorporated to make the experience more unique.

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Reviewer 3:

A very creative game that has lots of potential as a "dexterity" type game where you have to use precision to control water/sunlight. I like the display panel that displays the pounds of produce as the game progresses, it provides satisfying positive feedback to the players. I know that 5 Wits has had problems with water in games in the past (leads to mould and expensive maintenance), so maybe the water could be special effects water.

I think it would be cool (and easier to build/maintain) to have the produce growing behind a glass wall, the display lbs panel on the glass wall, and the players use buttons/dials/bike to control sunlight and water happening behind the glass. This way the special effects water could be more convincing, and you don't have players trampling the "produce".

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Storyboard design and website presentation and execution

Client 1:

Site is well crafted. The storyboards are a little hard to follow and read.

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Reviewer 2:

I appreciated the simple layout of the website and the title bar which displays a title page for each picture. I would recommend having some sort of way of distinguishing for the user which section of the website they are on. This could be done by highlighting or outlining the picture they are currently viewing.

I found the second story board for the teleporter a little difficult to interpret initially, I think one more slide showing the game mechanics would have helped with this.

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Reviewer 3:

All three storyboards are very clear, excellent use of captions, and I like the use of color. I would say that the first storyboard needs some spacial clarification. Other than that, the storyboards are easy and fun to read and the site is easy to navigate.

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Room theme, Outer Space: engaging and interesting? identifiable with target users?

Client 1:

Outer space is a good and approachable theme. These games may need to be restructured though.

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Reviewer 2:

I think Outer Space is a theme with high potential, and it is also easily recognizable. I would recommend exploring the idea of being on a ship a bit more, as that seems to have high potential to create an immersive experiences as it is an enclosed and perhaps mysterious environment.

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Reviewer 3:

Outer Space, based on David's three storyboards, has great potential for fun dexterity and puzzle games, and has great potential for interesting rooms with unique theming and decor. The age range 15-35 is perfect for the difficulty level of games David has designed, and the theme is present enough in movies to be relatable, fun, and exciting.

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