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User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Hugh Day-Williams

Hugh Day-Williams
organic finger food
[review]

 The Path The Crimson Temple The Lost City storyboard design/website Ancient Explorers
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 The Path storyboard

Client 1:

This storyboard feels pretty complicated, and may have too much content for one room's worth of experience. I really like the mechanism of legal and illegal rock climbing holds being controlled by a non-climbing participant, and feel this is enough of a challenge to fill an entire room.

You may want to make it clear for the controller which holds the dial position will effect with each movement.

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Client 2:

You have a lot of ideas here! I like the Indiana Jones feel you're going for. I do think that you will need to simplify this room for a number of reasons - cost, space, and user experience among them. You might think about which one or two ideas are the most engaging for visitors and use your time and budget to make them the best versions they can be. If it were me, I would focus on the sinking pedestal (great sense of urgency!) and the light-up path to the pedestal. I could see an effective version of this game focusing on a tiled walkway leading up to the sinking pedestal. Maybe half the group has to stay at the start and solve the puzzle, which incrementally lights up "safe" tiles, and half the group is trying to step on all the lit tiles, which will let them cross the room and make it to the artifact in time.

This could be a great activity. You have a lot of good ideas in here, just make sure they don't get lost by trying to put them all in the same room!

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Reviewer 3:

There are many elements to this experience. I think it's very interesting to add the element of a physical barrier to cross and changing elements in the room (the pedestals and monkey bars.) However, it might be too much to have to do in the time period dictated by the brief. Perhaps just focus on one of the elements instead of including all of them. I think it's very innovative to have monkey bars appear - that would be a really great physical experience, but again, it might just be too much for one room.

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Reviewer 4:

1. I like this storyboard as it has a mysterious feature which increases the WOW factor. The combination of physical and mental challenges is also perfect. Well done on this part! :)

2. As a suggestion, I would recommend adding handles to the pedestal. This will immediately give the idea to the players that they can rotate the pedestal.

3. I am not sure what material you are going to use for the drop/river that you have between the players and the gem. Having real fluid might make it a bit challenging. As a suggestion you can replace it by sheet of light and if players cross that sheet of light they will use. The sheet of light can be easily produced using laser and some optics tools. This will also make the game generally easier such that it can be finished in 3 to 5 minutes.

4. The sinking of the pedestal might be hard to implement as you may require a hallow space under the floor of the room. As a suggestion you can change the way it disappears so that it goes into the wall. This way you only need some extra space behind the wall. I know that this might put some limitation on the rotation of the pedestal but I think it is much easier to implement.

5. I am a bit concerned about if there is a group of 5 in the room what would the others do when one person is rotating the pedestal ad another person is climbing the wall. As a suggestion, everyone can climb the wall one by one and the person turning the pedestal would be the last person climbing. This way you don't need the bridge idea which might be slightly hard to implement as these rooms do not have cieling and hanging the bridge on the top might be hard.

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Innovativeness and potential of The Crimson Temple storyboard

Client 1:

Aiming a fixed light source to reveal needed information seems like a really fun game mechanism. You could consider adding time pressure or require multiple simultaneous tasks to make optimizing the use of the light source more exciting.

The addition of the three gems at the end doesn't seem to add much challenge or excitement, as the "pointing the light mechanism" has already been used to find the correct puzzle piece locations. Perhaps just have the solution to the wall puzzles reveal the correct gem?

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Client 2:

Another room with lots going on. I like the mechanic of rotating the fire pit to illuminate different pieces of the puzzle, I think that could be a bit of a "wow" moment for players. I'm a little concerned about how this room resets. What happens to the tiles that are placed in the walls after the players leave?

Like your last concept, I would choose just one or two of these ideas and focus the room around them. Personally, I would choose the rotating fire pit and the tiles (solve the resetability problem by having multiple solution states), and leave out the gem pedestals. Leave that for another room.

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Reviewer 3:

I really like the idea of paths lighting up on the ground and having to turn the centerpiece to illuminate different paths. I'm not sure about having all of the elements currently required to exit the room - it seems like it would take quite a long time to complete all of the puzzles. I'm also a little skeptical about the climbing part - it might work without the climbing element, though I do appreciate the physical element.

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Reviewer 4:

1. Again, the combination of mental and physical challenges is awesome and the WOW factor is high. Well done on this part! :)

2. I would again recommend to design some handles for the pit here so that players will know they have to rotate it.

3. I am not sure what you have in mind for the process of "choosing the right jewel". Is there a real jewel that they need to pick or touch? If so, I would recommend that touching would be enough to make the room self-resetting. If players pick the jewel, then it might be complicated how they will return it as we certainly need it for the next group.

4. Given that the tile game is similar to the gear game that we experienced in 5wits, you might just make it for one wall. I am guessing that it might take just about 3 to 5 minutes to complete one wall. Asking players to do it for both walls might make the game very difficult.

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Innovativeness and potential of The Lost City storyboard

Client 1:

This storyboard also seems quite complicated and contains many rooms worth of content. The concept of dodging cameras/lights is interesting however, and might make a great single room game.

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Client 2:

This sounds like a whole adventure, not just a room! None of your ideas here are complete enough for me to write a review for this assignment, but I think you could develop them into good room concepts.

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Reviewer 3:

This one suggests it would require a long, winding hallway, which I'm not sure is within the scope of the project. I would suggest removing that element and instead only have the main room with spot lights. The spot lights can shine around and the players can be in the area where there is light, otherwise they will get caught. As it is, the experience would take too long, but I think if you only include the main area gag, it would have a lot of potential.

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Reviewer 4:

1. The Lost City also has a high WOW factor and a good combination of physical and mental challenges. Well done on this part! :)

2. After reading the storyboards a few times, it was still not very clear to me how many rooms are included in this game. I am assuming that there should be 3 rooms. if the rooms are in series, then the problem with Boda Borg happens. I am guessing that 5wits doesn't like the scenario that other people wait outside the rooms and rooms 2 and 3 are empty just because the group inside the series of rooms is still in the first room. As a solution, I would recommend to keep the themes but keep the rooms separate from each other. For instance, if the group completes the first room they will be allowed to play in the second room and they will see that on their wristband or smart phone app.

3. This is just a personal preference, but I think having both spotlights and the cameras makes the game very difficult. I like the idea of the spotlight I think we can just stick with that.

4. For drawing talking about finding clues, I will suggest making it more clear. For example, it's not clear what sort clues players are supposed to find and the whole purpose of these storyboards is to show the way finding the clues work.

5. For the last part/room, I am not sure how you are going to avoid smoke, as it diffuses in the air and how you are going to monitor if someone has not avoided smoke. It might be very difficult. I totally agree that adding smoke to the room, increases the mysteriousness of the room. As a suggestion, I think we can just have some smoke in the room and stick with avoiding the wrong/bad tiles/squares on the floor.

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Storyboard design and website presentation and execution

Client 1:

These storyboards are very full, and a complete experience could be made from a small part of most of them. Try paring down a game or challenge to just the essential experience!

The game illustrations were descriptive, but may need to be bigger for readability.

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Client 2:

I think you could pay some attention to how you're representing the different interactive pieces and how they fit into the room space. In The Path especially, there are a lot of elements that I don't think will actually fit in the room constraints that were given.

One minor thing that you can do to improve your storyboards is to use a straightedge in your drawings. It may seem like an unimportant detail to have straight lines, but it will improve the clarity of your drawings.

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Reviewer 3:

The storyboard design could use a bit of work. The perspective was a bit confusing, some elements would be facing one way, but the room itself you would be looking at it straight on. Because the experiences have a lot of elements, I felt that 9 squares was not enough to properly explain all of the elements in the room and thus, at some points it felt unclear because a lot would be involved in just one square.

The website was clear. I liked that I could navigate to each of the pages from any page. I think there was an opportunity to incorporate some of theme elements into the design of the website. For example, maybe even just change the color scheme to one that is related to ancient explorers. Finally, the pictures were a bit low res and the text was a little hard to read.

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Reviewer 4:

1. I was mostly able to understand the storyboard except for "The Lost City" that was not clear how many rooms the game has.

2. I think the main issue with the drawings is that axiom #1 of sketching (no postage stamps) is not considered carefully. The Drawings are a bit small and I had to zoom on my web browser to get a better idea what is going on.

3. As a suggestion, I think it would look much better if the drawings were scanned from letter sized papers and they were included in the body of the web page together with the texts instead of having just one picture for each storyboards. It might take more time to implement but I think it's possible.

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Room theme, Ancient Explorers: engaging and interesting? identifiable with target users?

Client 1:

Yes! Most in that age bracket has still seen Indiana Jones!

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Client 2:

Yes, I think that this theme has potential. You have a ton of ideas in here, and I think almost all of them could be fleshed out into effective room concepts. Pick your best 3-6 ideas (fewer is actually better!) and work on developing those. A one complete concept is better than three unfinished ones.

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Reviewer 3:

I think nearly everybody has seen Indiana Jones and have wanted to be Indiana Jones at some point, so users would definitely be into the theme.

The theme definitely has a lot of potential and I think you have captured some of them well. However, I would encourage you to shorten the experiences and really focus on one of the elements that you have created for the rooms.

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Reviewer 4:

1. As I mentioned earlier, the WOW factor is high due to the perfect mysterious environment that Hugh created. There is also a very good combination of physical and mental challenges in each game.

2. The information that I think was missing in the storyboards was the losing/failing scenario. It was not very clear in what case the players would fail. To be more precise, what is the criterion that we are using for failing. As an example, is there going to be a timer in the finding the clue room so that the players fail if they cannot find the clues in time. In addition, it would be great if the AV effects for failing can be clarified. For example, how would the players be notified about their failure in the finding the clues room.

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