2.744
User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Han He

Han He
the remainders
[review]

 Tetris Passcode to the Treasury 3D-Tetris Passcode to the Treasury The Exodus Flight storyboard design/website The Way to the Tsar's Treasures
Average Rating
 
Client 1:
Reviewer 2:
Reviewer 3:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Innovativeness and potential of Tetris Passcode to the Treasury storyboard

Client 1:

How does this reset? Are the puzzles digital or physical?

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Reviewer 2:

It's a nice and clever mind game but there is still some more development to be given to this gameplay. Additional visuals, might have provided a better understanding of the storyboard. As well as, additional elements of difficulties could be added to decrease user success.

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Reviewer 3:

I think that the Tetris idea in general is a cool concept, but might need to be developed further. This one is also very similar to the 3D-Tetris Passcode to the Treasury concept, but just feels a bit less developed than that one, so it might be better to group the two concepts into one solid, cohesive idea. In terms of logistics, I wonder as to how something like this would be self-resetting, although maybe that is something that you can figure out later (like, if you can ultimately figure out a solution for self-resetting, then this will not be a problem)! Maybe you could have all of the tetris pieces fall to the ground at the end like the 5wits gear game.

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Innovativeness and potential of 3D-Tetris Passcode to the Treasury storyboard

Client 1:

I don't really see how this is different from the original. How does tetris work when just filling a box? Does every space need to be occupied?

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Reviewer 2:

It seems like this concept follows exactly the same trend as the previous one but the good part is that it brings out a pertinent level of difficulty by making the puzzle in a 3D fashion. A time constraint might be necessary to add the necessary element of failure for the user.

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Reviewer 3:

Like I mentioned before, this is very similar to the first idea, but in my opinion the 3D aspect makes it more innovative and exciting as a game, so I think between the two I like this one better. Again, there is still the concern with self resetting -- and I think that the 3D aspect makes it more difficult to make this one self resetting than the other one (a trade off, I suppose, since I think that the 3D concept is more interesting than the other one). Maybe you could have it so that it is an A/B case, with two potential blocks to fill up, and the bottoms of each of the blocks has an outline of the exact shapes that need to go in (and they are different from each other) so that consecutive teams would have to piece together a different puzzle, and wouldn't be able to just copy the existing model.

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Innovativeness and potential of The Exodus Flight storyboard

Client 1:

Flying a plane is kind of a cool idea. I'd imagine this is essentially a flight simulator? How are the controls communicated to the player?

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Reviewer 2:

This one has a lot of potential to recreate a high-stakes environment were the user is driven to avoid catastrophic failure. The gameplay is precisely describe. The only additional suggestion is to look into what environmental elements are necessary to convey the feeling of a plane dangerously descending.

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Reviewer 3:

I think this one is good, especially because it is clear how it could be self-resetting! One thing that I would say is that for this idea you would have to make sure that this game could be a group effort -- instead of simply having one to two people at the cockpit and having everyone else in the group simply look on. Maybe there could also be "flight attendant" roles in which they have to go through the aisles and perform some sort of action while the pilot/copilot do their thing with the plane. Also, I am curious as to what the "success" state would be -- would it be to stabilize the plane, or to land the plane? Either way, I think this could work out with just a bit more development!

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Storyboard design and website presentation and execution

Client 1:

No back button on the web page made it really hard to navigate.

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Reviewer 2:

It feels like the first two storyboards were very brief and did not fully explore the concept. The third one had the appropriate level fo detail as a storyboard. The presentation and website were very simple and concise but maybe some additional elements to both would help with delivering the full idea.

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Reviewer 3:

I like that the images were clear (not blurry or anything) and that they were clean! I do wish, however, that there were just a few more panels describing the user experience (especially for the two Tetris passcode games), since I think this would have made a more cohesive story. The website is clean and simple (in a totally good way -- there's nothing overly complicated to confuse anyone!) but I think it could be improved if there was a way to toggle back to the home page from each of the sub-pages (instead of needing go back with the browser's back button) as that would allow for a better flow of the website!

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Room theme, The Way to the Tsar's Treasures: engaging and interesting? identifiable with target users?

Client 1:

I don't think I fully understand the theme or how these games tie into it.

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Reviewer 2:

Some challenges seem too simple for the targeted audience therefore some additional difficulties should be incorporated to bring out more challenging room environments. Specially, the first two are not clearly related to the third storyboard, and the third one by itself is not related to the main theme of the storyboard.Therefore, additional concept exploration is necessary to fully bring together this theme.

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Reviewer 3:

Yes, I think that these games definitely have potential to be exciting and engaging for target users! The whole "Tsar" thing definitely has a classic Indiana Jones vibe that everyone at least vaguely knows, and I feel as though airplanes are common enough for people to recognize the setting. One thing that I would suggest is making the overall theme a bit more cohesive, as I got confused as to how the three rooms would connect. The first two storyboards (with the two Tetris games) seem to go with some sort of "Tsar" theme, while the third one seems to jump directly to an airplane plotline. I think by either adapting the third theme to a more Tsar-ish theme or fully fleshing out the storyline of how players ultimately end up in an airplane would make the whole theme a lot stronger! I also think that since the two first storyboards are a bit similar, it might be nice to combine the two ideas and come up with a new game as the middle game, since it would be nice for users to experience different types of games in one room!

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