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User Experience Storyboard Reviews
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Megan Fu
organic finger food
[review]

 getting to narnia finding aslan save us from winter storyboard design/website Narnia
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 getting to narnia storyboard

Client 1:

Interesting concept. My biggest concern about this room is resetting it - how do those blocks come apart without staff intervention? The lock is easy enough - just make it a keypad instead of a padlock - but I don't think that the build-a-staircase concept is feasible.

Thinking about the dimensions of the room, the second floor idea will be limited by the maximum allowed height (and the height we are ok with players climbing to!)

Also keep in mind that not all players will be familiar with the Narnia concept, even in the 15-35 age range.

Finally, in the Open World concept, each room is independent from the next. If you want your players to "enter into Narnia", make that the *entrance* to the room, not the exit, because the exit leads back to the Open World environment, not another Narnia room.

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Client 2:

I love the "gotcha" moment when the group that jumped up rather than completing the puzzle realized the location of the lock code.

The two level build may prove difficult, but the puzzle and lock portion of the gameplay still work fine, even without needing to climb the pieces.

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Reviewer 3:

I really like this one! I think it does a good job of applying a puzzle on multiple layers, as you first have to assemble the stairs which is more or less intuitive, but then finding the code that you unknowingly put together is a nice next step (no pun intended :P ). I think one thing you are really going to have to consider about this design is the self-resetting requirement. Maybe there's some mechanism that can pop out the pieces and scatter them back around the room, or maybe part of the room requires the visitors to take apart the staircase again. Not really sure, but it's definitely something to consider. Another thought I had was that if someone has the ability to basically put one block down and just jump to the upper level to get out, you might want to consider gating off the area until the puzzle is finished, but the fact that you need to assemble the whole staircase in order to get the code basically solves this problem all on its own. Overall, like I said, I like it a lot, and like the combination of a multilayered puzzle, and that it is both a mental and physical challenge.

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Reviewer 4:

I love this as an intro to a series of rooms so that the whole theme follows a story. The stair challenge is a really cool idea and definitely one that everyone can be involved in solving. I would just say that very careful care has to be taken to ensure that the puzzles can only fit together one way. I also don't think it will be entirely obvious how to get the 4 digit code, which is a good thing! But it could be near impossible if they start going down the route of looking at all the outward faces and looking at those numbers given that it looks like it would take 6 blocks, which means (6+6+6 numbers showing). So there are 6*5*4*3=360 combos if they assume each face is possible. I might try to make some hint that there is a set of numbers they should look at or it may be too hard.

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Innovativeness and potential of finding aslan storyboard

Client 1:

I like the entrance theming in this storyboard.

I'm unsure about the game concept. It is essentially a memory/matching game with the added complication of selecting your cell via ball toss. I think that will skew too young for the target demographic, and it is only related to the Narnia concept by how it's skinned.

Also think about how complicated it will be to show a talking lion in the room with visitors! What does it add to your players' experience vs. how complex it will be to build and maintain?

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Client 2:

This is a good combination of a classic mental challenge and a unique dexterity element! Seems like it could be tricky on both levels, but approachable by everybody. Nice idea!

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Reviewer 3:

I think the entrance into this one is really neat. It reminds me of the air duct in the Espionage room in 5-wits. I think the premise of the room is unique as well, and again combines a traditionally mental puzzle with some physicality. If you move forward with this design, the size of the game board is one of the main considerations, meaning you obviously don't want it to be too small allowing players to quickly progress, but you also don't want to make it so huge players are tossing balls into baskets for like 20 minutes. There could be a way of implementing a failure mode in here as well, like having only 5 or 6 extra balls and once you run out, you have to restart the challenge. This also makes me think about how the room will reset itself. Sure the tiles can mechanically flip back over, or you could even just make them digital and program them to flip around once players leave, but you need to also think of a way of returning the balls to the starting point for the next group. Maybe some mechanism like what is used in skeeball could work. Overall I think it would be fun to explore, and I think there's room to develop this idea in many different ways if you choose to pursue this.

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Reviewer 4:

This seems like such a fun game! And a great way for the full team to be involved. As long as there are enough wall spaces for 5 people to throw at ( maybe a few different walls so everyone has the chance to go at the same time? I love the ending with Aslan coming out!

This is definitely original and would be a blast!

Moving forward, it would be good to think about how the balls will be returned to the the correct side after the room is cleared and how users will be sent back their balls if they are running out during the process. Totally doable and I think this room has awesome potential!

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Innovativeness and potential of save us from winter storyboard

Client 1:

I think this is your strongest concept and could be explored some more. There is a lot of peripheral theming going on (falling snow, walking lampposts) that I'm going to ignore for the moment and focus on the core game concept. I like the idea of wobbling platforms for visitors to walk on - that could be a lot of fun, and could be a collaborative activity with players helping each other balance.

I think that you should simplify it so that crossing the room is the full challenge. To ramp the difficulty up and down, you can illuminate shorter and longer paths, or make the distance between platforms smaller or larger.

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Client 2:

I really like the element of making players retrace their steps while balancing. The visual effect described could be pretty impressive, as softly glowing things in dark rooms often look pretty cool.

I think the storyline delivered by the lamp and revealed communities may be too complicated for most groups to grasp in a 2-3 minute challenge. The lit stones alone may be enough to convey the goal to groups.

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Reviewer 3:

Aesthetically, I really think this one would be awesome! It again mixes a physical and mental challenge, and I think that's definitely a positive for many visitors. You could really play with the atmosphere in the room to get the look you're going for, and to ensure the exit door isn't revealed prematurely. I also like the failure condition you mentioned, where if they fall the white witch's voice tells them to turn back. A potential challenge I see with this however is the size of the room you'll probably have to have to implement all the paths you mention in the storyboard. You might have to stick with only 2 or 3 paths before the exit to ensure you have enough space to incorporate them all. I think that this is a strong idea that is definitely feasible given what technology is needed mechanically and electronically, and is worth pursuing further.

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Reviewer 4:

Really cool game! I would have so much fun with this! I am sure it will be tough to balance the whole time and users will have to try it over and over again, which is great! I like the idea of the witch "blowing" them out as well, and a wind effect would be a cool 4D experience!

Maybe another element to add would be not stepping on an element more than once or twice or it goes out again! This would make it a little more challenging and a little more mental. Honestly the game is great is, just trying to think of ideas to add because I don't have much critique for this one!

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Storyboard design and website presentation and execution

Client 1:

Your storyboards are pretty clean. The one thing I'm missing is how the game components fit into the physical space. I think if you constrain your drawings to the dimensions of the room, it will force you to think about real-world space constraints as well.

In terms of your website, I would like to see each of the storyboards presented on their own page, rather than just displaying the .JPG in the browser. That way you can link back to the homepage and directly to other storyboards.

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Client 2:

These gameplay and look/feel of the spaces are communicated clearly and concisely.

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Reviewer 3:

The storyboard was clear and descriptive, and I felt as I was looking through them that I had a really good idea of what was supposed to be happening in the room. There is a lot of text sometimes, but I don't necessarily think this is a bad thing as it does a good job setting up the scene for the given frame of the storyboard.

As for the website, it is clean and the storyboards are laid out clearly, but there could be some aesthetic modifications to make it pop a little bit more.

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Reviewer 4:

The storyboards are great! I totally followed each activity and they seem amazing. The website was the only part that I found lacking, but only because it did not have a way to go back to the main menu that was obvious. I know that is a little picky, but it the only thing I can really point out as needing improvement.

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

Client 1:

I'm going to give you much the same feedback as I gave one of your other group members about using such a specific fictional concept: I think it runs the risk of alienating players that have no exposure to either, even if the games themselves don't require it. I think players will be more likely to give up and assume that they are missing *knowledge*, rather than skill, if they are aware that the game is referencing the real Narnia story.

Others may disagree, however! Talk it over with your group.

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Client 2:

It felt like the theme was stretched slightly to accommodate neat gameplay. Most players in the target demographic will have heard of Narnia, but may not recognize it from the snippets here.

The theme may be unavailable commercially due to IP issues as well.

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Reviewer 3:

I think all together it would be an engaging experience for most users. Narnia is very well known throughout the country today, and even if people aren't completely familiar with the series, the challenges are laid out in a way such that they would still be very fun to attempt. I think each of the storyboards certainly had their positives, and if you decide to pursue this theme further, you can really nail it with a little more time to generate some more solid ideas.

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Reviewer 4:

Narnia would be awesome, as long as there aren't any copyright issues with doing that. Even if it was not Narnia but some other magical land with talking animals, it would be a great theme. I think taking more time to think about how to make each of the rooms as immersive as possible would be helpful. I think the wardrobe room could maybe use a few more elements or something to stimulate the environment to keep it engaging, but all of the other rooms I think will keep all users happy!

Good work!

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