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User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Jean Carlos Serrano

Jean Carlos Serrano
she wolf
[review]

 The Control Room The Core Room The Storage Room storyboard design/website Nuclear Meltdown
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 Control Room storyboard

Client 1:

Racing a clock to replicate a circuit diagram has plenty of potential to be an engaging experience. I'm still unsure after examining the concept sketches how the wiring diagram maps to the correct control panel inputs though. I suspect any diagram hard enough to take an average of 2-3 minutes to reproduce will be too difficult for many groups to solve, even after many attempts.

Perhaps this game can be stretched out by adding several rounds? Simple diagrams that change when completed would allow players to race one another to enter the current data once everyone understands the game. It may also help dial in the finish times, so as many groups as possible get the "5 seconds left" finish.

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Client 2:

I like that multiple players have to work on the puzzle at the same time in order to solve it - that prevents one player from taking over while the others watch (which is no fun at all). I'm curious as to how you are going to make a control panel reset when someone moves away from it, though. To solve the puzzle, the team does need to flip all the switches at once, so you can't just set the switches on one control board back to neutral when switches on another control board are changed. Would you use a weight sensor in the floor to ensure that someone is standing next to a particular board?

Also, it looks like there are three ways to re-route the water, and I'm confused about if the players have to flip the correct switches for all three, or just one.

I like the "System Cooled" effect when the players solve the puzzle - it's good to reward guests for winning.

Consider how you would reset the switches before another group came in to play the game.

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Reviewer 3:

I think a nuclear reactor control room could set itself up very naturally to complete puzzles. I like how there are multiple stations where each member has to complete a different task, but they all must complete their tasks together to pass. This would promote teamwork but still have something for every person to do. I am a little confused about what the puzzle are, but maybe that just hasn't been fully fleshed out yet. The visual feedback of the system should work well for the puzzles though.

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Reviewer 4:

The setup of the control room is similar to the control room setup of the espionage theme at 5 wits, but the circuit idea is original. But the idea of using circuit in the game is assuming players have understanding in this topic, so if want it to be more accessible to players of all background, some basic electronic knowledge may need to be provided at the game setting.

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Innovativeness and potential of The Core Room storyboard

Client 1:

A strength challenge with an endurance element sounds like a neat 'spin' on physical type rooms!

Variable resistance (like that provided by a magnetic particle brake) might be a good gameplay element to add. This would open up all sorts of gameplay options, like allowing players to feel like they finished strong and just barely made it, or giving underperforming players a break.

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Client 2:

Again, I like that the game requires that multiple people actively play in order to win. The actions are also well-themed to a Nuclear Reactor. The major concerns here would be finding the fun and getting the timer right - how long can people spin a wheel before they get bored? (Is there any physical effect happening as they turn to reward them for their efforts, besides the middle piece going down, which they can't see while they're turning?) How do you set the timer so people are able to finish, but not with much time to spare?

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Reviewer 3:

I think the actual action is good, having every member have to turn the valves. If the valve wheels are the only thing in the room though, it may bee too easy to figure out, so I would add some distractions such as pipes that can move or buttons that don't work to force the user to try different things.

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Reviewer 4:

The game design is simple and straightforward, but it might not be challenging enough to fulfill the 5 wits 25% pass rate criteria. One way to improve the game can be adding in some challenges for the players after they find out that they need to turn the wheels. For example, players can be required to turn the wheels at the same speed for a certain number to succefully lower the core.

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Innovativeness and potential of The Storage Room storyboard

Client 1:

Many game ideas seem to involve staying out of certain zones within the room, but adding a proximity warning for these zones adds much tangible feedback for players. The choice of setting this mechanism against the very creepy geiger counter/nuclear theme is perfect.

It seems from the sketches that the obstacle counts are fairly small, and it may be difficult to provide enough danger zones to make navigating the room difficult. Perhaps many of the goal inputs can be placed just within the danger range, but outside of the fail range? Deliberately reaching into a danger zone might be a good way to heighten player's nerves.

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Client 2:

Fixing a leak is a good goal for people in a Nuclear Reactor, but what is the leak going to be made of? You can't actually use liquid - it would spread all over the floor, and damage any electrical equipment in the vicinity.

Not sure if RFID bands can be tracked location-wise with enough precision to know whether the players are moving closer to the mess. Also, I don't think that the average American adult is well enough acquainted with Geiger counters to understand that mechanic. And if the goal is to switch of ALL the latches, then what purpose does the Geiger counter serve? Finally, how hard is it to find the switches? If they're obvious then there won't be much challenge.

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Reviewer 3:

I think using RFID is a cool way to detect "radiation". Radiaiton is tough to convey, but I think having a "geiger counter" lead the way is a smart way to inhibit the user's motion and prevent them from going to certain area of the room. This would be fun to implement, especially if there are some difficult obstacles.

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Reviewer 4:

The use of RFID band as Geiger counter is innovative and the radioactive game setting invokes a sense of danger and can be very exciting for players, especially those who are into techy stuff.

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Storyboard design and website presentation and execution

Client 1:

The concepts are expressed pretty clearly and are easy to understand. Maybe a touch more detail on the core challenges of the gameplay would have been illuminating.

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Client 2:

Your website is easy to navigate and looks clean, but your storyboards are not as clear as they could be. It would be easier for me to review them if the pictures were bigger, and if the explanation text was typed rather than handwritten.

Also, if you get someone new looking at your storyboards, you should probably explain who the 3 Wits (Nit, Rit, and Kit) are. I figured it out by context, but it caused some confusion that distracted me from your design!

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Reviewer 3:

I like how the storyboards follow a consistent cast of characters. This makes the experience seem more relatable. Some panels I would have likes to see a little more detail in, especially the specific puzzles in each room/obstacles. For the website, I really like the menu bar on top that highlights on mouseover and clearly shows what tab you are on. Also I that font is awesome and I'm almost a little jealous

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Reviewer 4:

The website design is clear and easy to navigate, because the menu bar stays on the top for different storyboards, so user can easily jump to the next page by scrolling to the top and click on the next topic. The drawing of the storyboards is good enough to explain the room setting and activities required from the players. The only improvement I will give is to type out the comment and notes, so that they are easier to read and follow.

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Room theme, Nuclear Meltdown: engaging and interesting? identifiable with target users?

Client 1:

Nuclear danger is a very emotionally evocative theme, and should be engaging to most players.

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Client 2:

The room theme would work great for the 15-35 demographic. We've all seen the Simpsons, where Homer works at a Nuclear facility (and doesn't pay much attention while he does it). It's even part of the opening for the show! Everyone knows that a nuclear reactor is a high-stakes environment where a problem would be catastrophic, but we're far enough removed from nuclear meltdowns in everyday life that it wouldn't be depressing.

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Reviewer 3:

I think nuclear meltdown is a good theme to make mental puzzles. Also, the meltdown adds imperativeness and is a good way to set a hard time limit. The other person's storyboards I reviewed also has a nuclear reactor room, so I wonder how unique the idea is but that shouldn't stop you from pursuing this if you feel strongly about the concept.

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Reviewer 4:

I think the room can be very engaging to players, especially if the players have some science and engineering background knowledge. Part of the games require some previous knowledge of certain topic, which might make it chanllenging for some users, but this can be easily overcame with some detailed game instructions.

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