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User Experience Storyboard Reviews
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Or Oppenheimer
spiro
[review]

 Palace of Versailles Garden Hedges Bridge Locks storyboard design/website Paris
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 Palace of Versailles storyboard

Client 1:

A well-lit French mansion would make a really pleasant atmosphere. However, I don't understand how the light coming in from the windows would be focused into a beam without some sort of magnifying glass or something. You could bounce the light off of the mirrors, but it wouldn't be in a controlled beam. I like the fact that the game utilizes the structure of the room, but I don't see how it would be done.

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Client 2:

The sequence of discovery moments in this game are great! Finding both that the doors move, then that the light is reflected, then that the candles can be lit creates a sense of progression.

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Reviewer 3:

The use of the Palace facade offers a lot of opportunity to reflect the French Baroque style to create a great, dramatic effect for the participants. The mirror and window puzzle is also a great way to combine the actions that the participants have to perform with the theme itself, so they can be really drawn into the setting to make them FEEL the setting.

One thing I would note is that it may be difficult to achieve the effect of Versailles grandeur the room is striving for in the relatively small 100-200 sqft room space, although this might be remedied by some creative 2.5-D themeing. Another point I would have is that the puzzle has one central gag, and once one candle is lit, the puzzle is nearly solved. This might make it difficult to get the whole group involved, and may make the achievement rate greater than 25%, especially if one group member has familiarity with escape-the-room type challenges.

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Reviewer 4:

I think this room is very smartly designed. The setting is simple but players have to think and explore for a while before they find out about the solution. Also the game is very well integrated with the Paris theme.

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Innovativeness and potential of Garden Hedges storyboard

Client 1:

There's a lot of layers here - you're making it more complicated than it needs to be. Figuring out that you have to use three hands to push on a door marked 3 is probably enough of a puzzle, without the addition of that action opening a DIFFERENT door (although you could definitely playtest to find out). Also, think about how you would sense how many hands were pushing against a door. Finally, how much space would this take up? Would you be able to build it?

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Client 2:

The level of obscurity in this puzzle seems a little too high. Perhaps each door can just open itself when the right number of appendages are applied? The difficulty of the maze itself may keep the game complex enough.

If number of appendages proves difficult to affordably sense, perhaps the numbers can apply to knocks delivered in sequence (as in knock twice on the #2 to open it)?

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Reviewer 3:

I think this is a clever puzzle and a unique way to get a whole group involved creatively in solving a puzzle, which is often difficult to do. It also is great in that the actions required to complete the puzzle are reflective of the somewhat whimsical nature of a garden hedge maze in some palace garden, for example.

This challenge may be again difficult to implement on the size it needs to be in the small room to which we are constrained (although that claustrophobia may actually be advantageous to the mood when it is actually designed). It may also be worth thinking about implementing some different door-opening gags, e.g. where the adventures "learn" the pattern of the doors and then suddenly you change it to force them to figure out the new solution.

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Reviewer 4:

My only doubt about the Garden Hedges is people's ability to connect the dot between using the same number of pressure points as the number on the door indicates. Personally speaking, if I run into a door that does not happen, I will put my whole body into use, and wouldn't keep track of how many pressure points that I put on the door, so even if I happen to get some door open by luck, I will still be confused about how did I actually get it to open. This sense of persistent confusion can eventually lead to frustration with the game. Also the use of different color on the door is a bit redundant. My overall suggestion is to make the game more simplified and straightforward without reducing its challenge.

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Innovativeness and potential of Bridge Locks storyboard

Client 1:

I like that the game takes place on a bridge - it will certainly look different from other rooms. How would you design it to look convincing? Also, I googled "France lock bridge" and found that there is indeed a bridge full of locks in France, but I don't know how many people know that and would associate a bridge full of locks with the country of France. That's probably a connection only people who have actually been to France would make.

Additionally, regarding the game: I like that you're subverting the "locks must be paired with keys" expectation, and not doing a key-based game. However, how would you reset the game for the next group of people that come in?

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Client 2:

Moving panels to complete a pattern is a decent challenge to give teams, especially if there is some sort of time pressure.

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Reviewer 3:

This idea really captures the whimsical Parisian feel well; I can imagine the adventurers being distracted by the themeing so much that the waste time they could be completing the puzzle! This room is a good combination of a fun puzzle and something that is very unique to the room theme; this helps to draw the adventurers in to the experience and works in its favor.

My main concern for this room is the self-resetting nature of it; you could do something similar to the 5 Wits gear setup but then you lose the impact of the bridge setting to begin with. I also think the puzzle's difficulty could be thought about; it may be too easy for the target success rate.

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Reviewer 4:

The Bridge Locks game is essentially a puzzle game. The combinaton of hidden boards and put them together as puzzle pieces to make a mirror image of the other lock side is a good short game that can be accomplished by players in 2-3 minutes. However, because the concept of the game is somewhat easy, I think the room can be made more challenging if some other game elements are added, for instance, unlock some of the locks to get the pin and etc.

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Storyboard design and website presentation and execution

Client 1:

Great! Your pictures are big enough to see and your text is typed instead of handwritten, THANK YOU!

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Client 2:

The storyboards were clear and tied the games to the theme nicely. A bit of detail about how each room might be lost could have helped round out the reader's understanding of the games.

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Reviewer 3:

The storyboards are clear, have a consistent and unique art style, and are well executed. They are quite good at evoking the Parisian "mood" which the rooms are striving to create in the guests. The drawings in the storyboards definitely illustrate good application of the drawing techniques demonstrated in lecture.

The website is similar in its focus on clarity and good execution. Little details like the font, button formatting, size of pictures, and color selection all work well together to create a visually appealing product. (only suggestion, maybe put "Next" buttons at the bottom so you don't have to scroll back up to go to the next storyboard)

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Reviewer 4:

The website design is very clear, but one thing that can be done better to help reader to navigate is to put a Go Back to Top button on the bottom of the page, because the pages are pretty long and readers have to scroll all the way back to the top once they finish reading the page. The storyboard design is very clear and well excuted. The drawings are well structured and have good perspective viewpoint. The instructions are typed out so that they are very easy to follow.

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

Client 1:

I think people aged 15-35 certainly know about Paris, but they might not have any ideas about what it entails besides the Eiffel Tower. I don't know if any of these rooms would instantly read as French to someone who comes upon them. That's not necessarily bad, but it's easier to sell a room to someone if they understand what they're seeing.

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Client 2:

Most of the visual elements should be recognizable by the target audience.

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Reviewer 3:

Paris offers a lot of opportunity to create interesting 2.5D wall decorations and create a strong mood through the rooms that evokes the idea of the city itself. A lot of Americans see Paris as the epitome of romantic, beautiful, picturesque living, and the room theme offers a good set of experiences which try to capture that magic.

To me personally, I would be really excited to experience this theme. I do wonder if preferences for this theme would be universal among all age and demographic groups, however, e.g. young guests or others with less fantasy about the city/history itself.

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Reviewer 4:

I think the room is very exciting and fun especially for someone who is interested in French culture. All the rooms fit well into the Paris theme and yet do not require any previous knowledge in the topic, so it can be well enjoyed by players from all backgrounds. The game room design is overall very smart and clever, with some modifications, the game can be made more challenging and clear for the users.

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