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User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Meghan Maupin

Meghan Maupin
the remainders
[review]

 Last Song Flicker Secret Garden storyboard design/website Romantic Horror
Average Rating
 
Client 1:
Reviewer 2:
Reviewer 3:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Innovativeness and potential of Last Song storyboard

Client 1:

How do you play the right song to uncover your way out? The storyboards don't explain that part, that's the entire game.

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Reviewer 2:

This room seems like a cool and innovative experience and not a lot of puzzles use music. The moving walls are really cool but unsure how you are going to control them. It seems like playing the instruments should be done by a group of players, and it might take a while for an individual player to finish playing all the instruments one after the other. Also, a violin seems like a hard instrument to play for inexperienced users. Maybe other instruments that are easier to play for the general public should be in this room (piano, recorder, tambourine, etc). I don't really understand the relation of this storyboard to the overall theme of the storyline. Playing the musical instruments might not have a big wow-factor but the moving walls sound really exciting. This room can be repeatable and self-setting, which is a big plus.

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Reviewer 3:

The Last Song set up is very immersive because of the music that fills the room and all the props, such as the instruments and the paintings, that are included to help the user understand the concept of the room. This room seems like it will be very hands-on, perhaps even allowing the users to play on the instruments. I also think that the moving wall is a wow factor and very innovative because I would have only come up with locking and unlocking the door, like it is at Boda Borg. Why did you decide that you wanted to make the wall move? Will the wall self-reset by moving back to its original position?

Since you did not include a solution to your room, I'm going to guess at it: perhaps the lights flashing on the portraits and the music indicate which instrument you need to touch or pick up, and every time you get it right, the wall moves and the handle moves closer to a reasonable height so you can exit the room.

I am still unsure about how you plan to integrate the entire team to solve this challenge. For the solution to the room I came up with above, it seems like one or two people could complete the challenge, unless two or all instruments light up at the same time, and team members need to touch the instruments together. What might be interesting, is if the users need to play certain notes that they hear in ensemble to "complete the music" to solve the challenge. The downside to this idea, is that it will be quite challenging for those who don't have any musical knowledge.

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Innovativeness and potential of Flicker storyboard

Client 1:

Again, this seems like an interesting setup, but its missing the game. I don't understand what the design intent is or what the guest is supposed to do.

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Reviewer 2:

Flicker doesn't seem to be challenging the user at all. Apart from reading the clues on the changed paintings, the user is not really doing anything. They just have to wait for the lights to Flicker and the paintings to change. Having the piano play a song is pretty cool, but it can be replaced with speakers. It wasn't really clear to me what the flicking pattern was supposed to tell the users. This was very vague to me.

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Reviewer 3:

The Flicker setup is another very immersive environment, playing with music, lights, and other visual cues to guide the user throughout the experience. This room seems like there could be a lot of variety added to the challenge depending on what notes the piano plays and in what pattern the light shines. The painting changing form and the ghost keys integrates well with the Romantic Horror theme, and I think users will be excited and a little frightened when the lights turn off and a spooky tune plays.

I am again going to guess at what the solution to this room might be: you enter the room, and from your drawing, it seems like the piano plays at least three notes at a time. When the lights flicker from left to right, you must identify the lowest (most left) key that was played and the highest (most right) key that was played and play that key depending on which light is on. I cannot really think of what the 1st clue means because it's not very clear what the clue is on your storyboard, but perhaps it might be more clear in the real room.

If the lights are clues, though, how does the room give audible and visual feedback on how the user is doing? Maybe the door could slowly creek open to indicate that the user is slowly but surely getting closer to the solution. Also, how can users collaborate with each other to complete the challenge? Perhaps the clues can be situated in such a way that it is impossible to see them while playing the piano, so the users need to cooperate and communicate the clues to the player.

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Innovativeness and potential of Secret Garden storyboard

Client 1:

The game is missing.

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Reviewer 2:

This storyboard is also not really challenging the users. Apart from finding the keys and the door, there is nothing else to be done. I'm not sure what exactly what the secret garden is and what happens in it. I don't really have any comments for this room since it's really unclear to me what the big puzzle is that the user has to figure out and solve.

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Reviewer 3:

The Secret Garden has a very clear theme that many people are familiar with, but probably never have the chance to experience in real life. The fact that there are many rooms within this one challenge is exciting to the user, because they would expect to have cleared a level when they unlock the first door, but will find more quests to accomplish afterward. The room is simple, but difficult to achieve in the sense that once the keys are found, it is easy to go on to the next part of the room, but finding that key and the corresponding lock is difficult.

However, the room needs to self-reset, so maybe the key can be attached to the floor or the box so that it can be placed back where it was by the user. This also means that once the room is completed, the user will know where the keys are, so the likelihood that the user will come back after completing the challenge is slim.

On the other hand, it seems like there is another aspect in the tunnel and at the bench that can add to the variety of this game. Perhaps, the way to unlock the last door could always change so that users would want to come try out the room again. I personally have not yet figured out how this final part of the room can be solved...

Another aspect that should be taken into consideration is the teamwork part of the challenge. The first part with the keys seems like it can be completed by one person, but maybe there are ways in which users need to collaborate to get to the key. Also, why did you decide to include two keys? Is that a clue for the next part of the challenge?

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Storyboard design and website presentation and execution

Client 1:

The website was well laid out and easy to navigate. The storyboards were missing key details explaining gameplay.

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Reviewer 2:

I think you captured the theme beautifully, which creates a good setting for the whole storyline. But unfortunately, I wasn't able to figure out what the main puzzles of the rooms were. So I can't really comment on the storyboard.

The website was simple and easy to navigate. The pictures were clear and easy to see, and the captions easy to read.

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Reviewer 3:

The text on the storyboard is easy to read because it is all typed out, and the drawings use perspective to give the viewer a sense of the size, lighting, and proportions of the rooms with respect to the props. Sometimes it was unclear how big the props and room are with respect to the people entering it. The storyboards focused on each clue per frame, which helped me clearly understand the user's experience in the room.

In terms of clarity, the storyboard did a good job setting up the room and providing clues that leads to the solution. I think that I could have given more feedback on the potential of each room if the solution were provided because I would not have had to make assumptions.

The website is very intuitive, where I know exactly where to click when I want to go to a certain storyboard. The titles are clearly outlined, indicating which storyboard is which, and the images have high resolution, which is appealing to the eye. If the pop-up windows filled the page, I would not have had to scroll from the bottom of the storyboard to the top when I wanted to check back on something. Also, was it a conscious design choice to change the font between the titles and the captions on the storyboards?

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

Client 1:

I think that the theme 'Romantic Horror' is a little vague. I don't know exactly what that all entails. Victorian architecture perhaps?

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Reviewer 2:

I don't think the overall theme was that engaging or challenging. Apart from playing the instruments to find the hidden door handle and finding keys in the last room, it wasn't clear to me what the players were supposed to do.

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Reviewer 3:

The Romantic Horror theme seems like it would offer engaging experiences to users because it applies objects that can be found today to an old-fashioned setting with a mysterious feeling. For example, we've all seen lamps, pianos and a painting in one room, but when put into a room full of grapevines with a musty smell, and the piano plays on its own, the user will immediately feel that they are a part of a different world that is separate from real life. The theme is prevalent in many novels and movies, which makes it desirable for users to enter the room and experience it for themselves. In future iterations, I would suggest adding more props and perhaps a smell factor that would both disorient the users when they first enter the room while also immersing them fully into the experience. These props could be creepy statues with their heads missing, spider webs etc...

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