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User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Megan McCleneghan

Megan McCleneghan
scribbles n bits
[review]

 Piano Man Under Pressure Volcano storyboard design/website Karaoke
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 Piano Man storyboard

Client 1:

I love musical puzzles! I think you have a lot of different ideas in this room that could be streamlined a bit so there is just one puzzle, rather than three or four (find/press the button, find the lightswitch, figure out the musical code on the keypad). I'd like to see this turn into more of a pure musical riddle instead of a game of find-the-right-switch-at-the-right-time. The metronome is a great addition. What if you hinted at some simple musical solution, but it only works if you play it in time with the metronome? I would play with ideas that more closely tie into your musical theme, and discard those that force a (relatively arbitrary) scavenger hunt.

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Client 2:

The two part nature of this puzzle is engaging. A password that is only one digit long may be too short to provide an interesting puzzle solving experience though. Perhaps a sequence of notes could be used in step one? This would give players time to learn what keys make which tones before attempting to replay the short tune.

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Reviewer 3:

I like the fact that you have multiple stimuli -- the door, the piano, the switch. It reminds me a bit of a fidget cube but fidget room for persons.

A couple questions though. How will people know that the the metronome is a timer ? Are people supposed to press the key in accordance to the metronome ? Do they press it once ?

As far as the button goes to replicate the tone, it's unclear where it came from and or what tone is happening. Is it the first button that someone pressed ? It doesn't look like it in the storyboard, and if it's not it's unclear how users will know to match the tone. Is it emitting a tone right away ?

I like the playing of the piano though -- it's always fun to be guided through to make music.

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Reviewer 4:

Overall, its meets all the basic requirements of being self-resetting, involving and challenging for teams of 3-5 people in various age groups.

A few comments:

1. Will the key with the glow in the dark X slide the cover across the room even when its pressed unknowingly? If that's the case then a lot of teams might directly do that without realizing they had to switch off the light and discover something that was glow in the dark

2. The tone replication at the end might be difficult if its a group of people where nobody is necessarily musically inclined. It might make sense to have a very simple tone. (this was the case at 5wits where thankfully one person on our team knew how to replicate the tone for 20,000 leagues)

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Innovativeness and potential of Under Pressure storyboard

Client 1:

Very cool. Calls to mind the classic Star Wars scene, of course. I'm going to leave out questions of feasibility for now and assume that building such a room safely is within budget and time constraints.

I have a few questions about the user experience: 1) what are you thinking about how to make this replayable? Once the puzzle is solved, there's not much incentive to go back and play again. 2) Like Piano Man, I'd like to see this tie a little more closely to your theme. The walls provide the pressure, of course - but maybe the solution could relate to pressure as well. 3) There is significant reset time involved in bringing the walls back to their original positions, even if the levers don't need to be reset due to multiple solution states - just something to consider.

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Client 2:

Moving walls are fun. A binary code seems pretty simple, and may need a more interesting element to provide challenge for some groups. Perhaps hiding the code in the room somewhere, or obscuring the solution in some other way?

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Reviewer 3:

I like this experience, as much as I dislike being put under stressful (pressure-ful ?) situations, I think that this one would resonate well with an audience.

A couple questions:

How do you find the light switch ? Is it far ?

After you flip on the light switch, do lights come on ? Or do the walls start moving and you simply hear them ?

Ahhh, the fact that the walls are moving faster is stressing me out while I'm reading your storyboard -- nice job. Are the levers on a table or is the table next to them ? Also, it's not clear that they're numbers but perhaps that was intentional.

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Reviewer 4:

The idea of the walls moving, and having levers and the table with the numbers is fun.

Suggestions:

1. It would make sense to put a few things in the room which seem like clues to avoid it being too simple if the only object placed is the table with the numbers.

2. Looks like the players exit the room when its still lit in which case you'll have to think of another self-resetting mechanism since you want the players to enter the room dark.

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Innovativeness and potential of Volcano storyboard

Client 1:

This challenge seems like it would be frustrating. If you want the players to cross the lava more than once, incentivize that by giving them a goal to accomplish on the other side (save that building! now save the other one on the other side of the room!) instead of purposely withholding information, which feels more like a punishment. I have the same comment about using the length of the code to make the challenge more difficult. (Also, why does a safety shelter need a code...?)

I think you could improve this by making it more of a balance/physical challenge. An idea: yes, force players to cross the lava a few times, but on each successive pass, remove one or two of the stepping stones as they get "submerged" in the lava. Maybe provide tree branches coming out of the walls so that players can get creative in how to traverse the room.

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Client 2:

The idea of a "gotcha" hidden clue is great! It will give less confident players to be the big hero as well, especially if the code is hidden closer to the start of the balance walk. After the players with great balance have already crossed, those who hung back can pass along the code verbally.

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Reviewer 3:

I really enjoyed how tactile and move-y this room is. I think it would also be interesting if they were not just far apart but perhaps wobbly as well ? That way tall people wouldn't just stroll across the room.

I also liked how you did lava rising as a visual timer. Nice.

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Reviewer 4:

Similar comment as Piano Man - if players see the code early on and remember it, they might not need to come back and the challenge almost becomes too easy. Also, since this is not guided, people who took their phones inside would be able to click pictures and have the code for reference. So they will be ok even if the code is too long.

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Storyboard design and website presentation and execution

Client 1:

Your storyboards are good, and your ideas come across clearly. If I had to nitpick, I would say that in Volcano, I'd like more of a sense of how the game fits into the physical space of the room. Not a big deal, the game idea is clear.

Well done.

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Client 2:

All three concepts were presented clearly on a single page. The artwork did a good job of providing unwritten detail that fleshed out the concepts.

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Reviewer 3:

You're website looks great. The font choice (didot?) reminds me a lot of vogue which works nicely with the pink up top.

It's clear and easy to navigate.

Nice work.

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Reviewer 4:

Storyboard design and commentary was super clear and conveyed the ideas well without much room for ambiguity.

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

Client 1:

Personally, I really like this theme. It's punny and musical, both of which I love. I think that it's going to be difficult to pull off as an Open World theme because the relationship between the rooms can't be represented visually - you need the room names for it to make sense. I think if all the rooms had a musical element *plus* a reference to the song, that would help the theme be more obvious to visitors - and for visitors who didn't get it, it would just be "the musical rooms".

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Client 2:

I'm unsure how Karaoke relates to the second and third room ideas. Karaoke alone seems like a narrow theme to try and base three separate experiences off of, but there's something in the feeling of being musically on-the-spot that could amp up the tension in a game or two.

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Reviewer 3:

I don't think you're three boards (with exception to the first) were related to Karaoke but I do think that it's relatable.

There wasn't any singing and some people might be exceptionally self conscious about that but the idea of music, lights, and dancing is appealing.

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Reviewer 4:

Overall, there seems to be a disconnect on the theme. The only room that seems to follow the theme is Piano Man . There were no clear elements of music/karaoke in Under Pressure and Volcano. Might make sense to include some music related elements such as cassettes/ gramophone/ records etc to make it more thematic.

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