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User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Khanh Nguyen

Khanh Nguyen
team ark
[review]

 The Candy Store The Gumball Pit The Sweets Garden storyboard design/website Sugarland
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 Candy Store storyboard

Client 1:

There are a lot of loose objects in this game, which means there are tons of opportunities to lose things that you need for your game to function. People could walk out with the key, or the coins, or the gumballs. They could also drop them on the floor where they can roll under props. And how are you going to put everything back for the next group? I like that the players have to solve multiple puzzles to get out, but you can't use so many little objects.

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Client 2:

I think this is a really fun idea. The gumball machines would be a fun way to engage people to seek their clue. I like the setting in the candy shop as an entrance to a more fantastic candy world. I also think old cash registers are very cool and capture attention well.

One piece of feedback that applies to all 3 rooms:

Think about room reset and that as soon as one group leaves, another will follow and the room has to be playable without anyone doing anything to it from the staff. So things that move around the room, etc need to end in the place they began.

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Reviewer 3:

Overall, I like the storyline, the decor, and the amount of activity you designed in this experience. Players really get to be physical and stay engaged.

With the exception of the last activity where everyone is searching together, the previous activities may bore a portion of the team since they seem to be individual activities.

From a reset standpoint, removing the coins from the register to progress to the next stage might be problematic. Maybe you can add an instruction to get people to put them back where they got it, while staying in the storyline. Or create some sort of internal mechanisms that transfers the coins between the two locations.

I like how the ending offers a combination of exploration and open-endedness. I think players will feel very fulfilled after knocking everywhere and finally arriving at the barrel. Keeping the

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Reviewer 4:

The integration of the challenge with the theme is nicely done. The use of the features of a scale, register, and gumball machine was innovative and clever. I liked the idea of putting coins in the gumball machine. How will you get the coins back and put them back into the register? What if you put a coin smaller than the correct coin? I also liked the idea of the knocks. I think it may be more intuitive if they were pats and handprints were shown on the barrels to give players a hint to pat the barrels.

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Innovativeness and potential of The Gumball Pit storyboard

Client 1:

All of our games have to be one room, so there's that. Also, you can't drop people unexpectedly! That's dangerous! Why not just have a ball pit people willingly get into? People love ball pits! Or, since the ball pit isn't actually part of the game play, remove the ball pit and just have people climb using candy.

I also like having multiple ways of climbing (rope vs wall etc.) but it would be great if each way could be optional, so players could choose which way they want to climb. Not everyone is able to climb a rope, for example. I don't know if it would be feasible to turn a portion of a rock wall into a pole suddenly, but I do know it would be dangerous! People's hands would be on bits that retracted, not the pole itself, so they might lean forward (attempting to grab something) and end up banging their head into a wall. No good!

I do love the slide at the end. If you do go forward with something with a Sugarland theme, definitely keep that.

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Client 2:

This just looks wildly fun. I love the spirit and general feel of the room. I think, with this idea, you can hold onto the core idea that you have (i'm in a giant candy ball pit with giant candy on the walls all around me) and try to package it into a way that is feasible to make.

For Example: Think about the trap door. As cool as that is, what if someone hit their head on the way down? What if someone landed on their friend? Ther eis just so much we can't control. I love the ideas you are trying to get across, I think you just want to reel in a little bit on the fantasy aspect to something that real people could really enjoy and experience.

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Reviewer 3:

I like how you are taking advantage of the roofless design to incorporate tall structures and multi-levels in your room.

As a physically active 22 year old, I love this room. I seems very physically challenging and I can imagine myself pushing myself to complete the course. With that said, this is a highly inaccessible room and keeps a lot of people from participation. Anybody with some levels of disability will struggle. The safety of this room concerns me a lot. Dropping people is one thing, but surprising them may be super dangerous. People behave differently in the face of surprise and it's hard to control the safety of their actions.

Another potential issue with filling the ball pit where people swim around in with edible is hygiene.

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Reviewer 4:

There are lots of great ideas in this story. I like the idea of separating the room into smaller rooms, using the space in the upper half, and having a drop-down floor. I am a little concerned about the safety of a dropdown floor and having players fall into a ball of pit. Perhaps slightly dropping the floor and then having them lower themselves into the pit may be safer. I also like the rock wall idea. It has a lot of potential to be themed really well with different candy pieces.

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Innovativeness and potential of The Sweets Garden storyboard

Client 1:

If the eggs have to be placed in the fountain, you can skip the basket! How would you get the eggs back to their hiding places for the next group?

Also, we try to stay away from using water - it gets everywhere and ruins electronics. Maybe try to find a different centerpiece for the room, besides a fountain.

I also don't think that people will figure out that the lights that appear on the floor are a Twister game. I know they will want to do something with them, but I think they'll just try stepping on them in different orders. Unless the lights on the fountain go off when the lights on the floor are touched, and go back on when the person leaves, so it's obvious that you have to KEEP touching the ones on the floor?

The decor sounds magical.

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Client 2:

Again, I love the "place" that you've created, and the game seems fun. Like before also, I would reign in the level of moving parts that have to be reset. Can the finish state of one game be the starting state for the next group? Think these ideas through a little bit.

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Reviewer 3:

I love the easter egg hunt and connect the eggs with the central fountain which activates lights. I like how the team can easily delegate into a team to find eggs and another team to activate the fountain and find the pattern.

I encourage you to think further about the twister instructions because after reading your storyboards, I am still confused about where to start. I think what you are missing is a referenced starting point, so people know where the pattern begins. Another concern is space. Since the rooms are at max 200 square feet in size, i am unsure how you are going to have enough hiding space.

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Reviewer 4:

The challenges outlined in this story match the theme really well. The theming for this has a lot of potential to make the guests feel truly immersed in the world. I think the 2 challenges shown here are great and non-intuitive; however, I think having both may be a bit too much. Realizing that you need to find the eggs and then putting them into the fountain could already take the allotted 2-3 minutes. The same goes for the twister challenge. If the eggs were already in place and all they had to do was the twister portion, that could easily take 2-3 minutes as well. That being said, you have two great challenges on hand. I think either one would work really well. Lastly, for the egg challenge, have you thought about how you would hide the eggs for resetting once the challenge is completed? Otherwise, great challenges and nice theme.

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Storyboard design and website presentation and execution

Client 1:

Your site is cute but man your storyboards are impossible to read because the text is so small!! I had to actually use the zoom button on my browser, which didn't even work because I'm looking at your site on half of my screen so I can keep my review open on the other half. Please type your text instead of handwriting it!

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Client 2:

Very Very good. I like the design of the site as well as the storyboards. The drawings are clear and without being too complicated that really convey emotion as well as action. That's very hard to do!

Awesome Job.

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Reviewer 3:

I love the website. The homepage and storyboard pages are very intuitive and fun. I love your decoration and it's clear that you have put in a lot of work into the presentation!

My one comment is about your use of color. In the homepage, the background color of the right picture and the highlighted color of the middle picture are both green, which can confuse the user.

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Reviewer 4:

The website was simple with a nice but simple touch of the theme. I liked the idea of the ice cream cone on the side. Showing the names of the storyboards next to the scoops of ice cream rather than having them show when hovering over the scoops would make it more intuitive that selecting a different scoop gives you a different storyboard. I would have preferred to have the storyboards open up in the same page rather than in a new page. The storyboards were a bit long for me. In the storyboards, I wouldn't worry about including scenes where players are thinking or contemplating what to do. I think getting to the point of what is necessary to move on to the next step is enough to convey the story. Other than that, the drawings were nice and you had creative stories.

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

Client 1:

Sugarland would definitely work. Everyone has seen Willy Wonka, and even if you haven't, you've seen Sugar Rush in Wreck-it-Ralph, or even Cloudy With a Chance of Meatballs.

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Client 2:

I love this theme. I think it's fun, and fantasy, and just begs to be colorful and beautifully built.

In general with all your ideas, I would try to find a way to keep that fantasy and keep the fun, but bring in some of the scope of size and complexity to something that you could really build.

Nice Job!

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Reviewer 3:

I personally like the theme. It is consistent across all of your work, but I'm not sure if it makes sense for the audience. I am not sure if candy will still appeal to young adults in this age group.

I encourage you to think about how to make the theme more immersive. If I was waiting to get into this theme room, I would be thinking about what kinds of different candy you have, and be super tempted to try them physically. Figuring out how to hygienically let players immerse themselves with food is difficult but valuable.

With that said, I think you can make it work. Hershey park for instance is a popular attraction and it's not just filled with kids, but also parents. Kids love candy and they drag their adults with them. Perhaps think more about how to dig into this relationship and create something that appeals not just to the young ones, but also the older adults. I think your ideal target group is a family rather than a group of teenagers.

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Reviewer 4:

The Sugarland theme has a lot of potential. I feel everyone can relate in some way to this theme as people have a favorite sweet of some sorts or have seen movies involving candy, like Charlie and the Chocolate Factory. However, I feel the older age range may not be as engaged in this theme. That being said, there is a lot of creativity and ideas within this theme that could really make it engaging and fun for the players.

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