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User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Eduardo Orozco

Eduardo Orozco
team mango
[review]

 Escaping Jail Room within a Room Stranger Lights storyboard design/website Butterfly Effect
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 Escaping Jail storyboard

Client 1:

I like splitting up the players and having them figure out what each side has to do in order to get out. I also like showing the players that they're getting closer to freedom by changing something in the room when they do something successfully - however, if you remove two of those three bars, the players could just step out without doing the third. What else could you do to show players progression? What is the hand-shaking portion of the game sensing - just that someone has put something in the hole? How do you replace the poster for the next group coming in?

Also, the activities don't really match the "Prison Escape" idea. How else could you theme it so the button-pressing, etc. would make more sense?

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Client 2:

I like the idea of getting out of the room, and your 3 mechanism are great: coordination, and human contact. Those all seem great.

I think it would be good to think more about

a) why the guest would try those things?

b) why, after figuring it out, they would be excited?

Though a "plot" is not necessary, think a little bit about how you can built a motivation for the people in the room. Even if the motivation is a captor saying "you must work together!" but they don't know how.

Right now, the solution feels a bit arbitrary

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Reviewer 3:

I think its interesting but worried about people completing the tasks in the same order that you wanted. Personally, I think one of the first things I would've looked at is the poster and see if there was anything was behind it. When you get into an 'escape the room' room, people definitely change their mindset a little. If completing the tasks in a certain order does not affect the outcome, this room has more potential but I'm just worried if the tasks needed to be completed in a certain order, you will not be able to control the narrative like that.

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Reviewer 4:

The author creatively comes up three challenges that requires users to identify the trick and then work together to solve the issue. I really like this idea!

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Innovativeness and potential of Room within a Room storyboard

Client 1:

Making a rotating room within a bigger room is expensive! It has to be light enough to move but also not let players move it manually. Also, once the players get inside the smaller room, how do they get out into the rest of the venue again?

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Client 2:

I like physicality of aligning the shapes!

I would try to think about what would be realistic to build and control safely.

It would be hard for a fully automated room to move something that big without potentially hurting someone. Maybe the part that spins is smaller? Or maybe it takes a different form. Maybe its powered by the guests and not automatically.

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Reviewer 3:

I like the idea of having to split the team up (like escaping jail) and forcing the team to have to communicate what they see. This feels more fun and allows everyone to feel involved. Perhaps you can make it more physical? This could be interesting if you had to do some climbing on the walls in the outside room or have to work together doing some physical tasks.

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Reviewer 4:

For me I think the challenge of this room is kind of straightforward. It would be great that the trick of this room could involve more mathmatic knowledge in term of

using a sequence of numbers that should be matched in order to escape the room.

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Innovativeness and potential of Stranger Lights storyboard

Client 1:

I like navigating a maze in the dark, and finding switches that have to be pressed in a certain order. We don't own Stranger Things, so we wouldn't be able to do the Christmas-lights-under-handwritten-letters thing, but with an aesthetic change it would work. The stationary bike adds another layer to the puzzle but doesn't really make sense with the rest of it, to me.

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Client 2:

I like a lot about this:

The bike is a fun way to make the group work together and also make it challenging.

The lights being separated a little bit from the bike add some fun teamwork as well.

Lastly, I love the idea of obstacles and making the group move. That fun and physical, which is good I think.

I would think a little bit about how this could realistically fit inside the room footprint you're working in. It might require some tweaking to fit it in the space.

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Reviewer 3:

I love this idea! This is super cool. It's great that the solution to this is something you can almost immediately guess after you see all the parts but still have some challenge to complete it. This is an awesome idea!

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Reviewer 4:

I really love the designing philosiphy that the creator used in this project. The task must be finished by a group of people collaboratively. But I am kind of interested if we only have two people or more people playing this game, what the new situation or gaming experience would be? Is there anyway we can adjust the number of switches and bicycles in the room?

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Storyboard design and website presentation and execution

Client 1:

It makes me so happy to see typed text. Your pictures are clear, too. Your site was easy to navigate and it helped to have the storyboards titled.

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Client 2:

Nice sketches!

I liked the text balanced with some good sketched. Nice use of color where needed.

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Reviewer 3:

Story boards are easy to understand and read. no suggestion!

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Reviewer 4:

I am a big fan of these three storyboards which clearly illustrates the set up of the room and all possible situations and problems that users may encounter. And thus I can quickly understand designers' intention.

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

Client 1:

I don't really see a theme here besides "interesting activities." You called it Butterfly Effect, which just means "an action affects something else"... which is true for any game.

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Client 2:

I'm not sure I see how this all connects? I would think about the theme a little bit more- finding something that immediately draws people in and draws the rooms together.

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Reviewer 3:

I do like it. The idea that something affects something later is cool but it definitely feels like there could be more unique ideas that could follow this idea. The Butterfly Effect seems more fit for an experience that has multiple rooms and have actions in the first room affect things in the last room but with one room, it definitely feels like its a little limited. Perhaps something with time/time-winding like you have to do this one task and then you realize you have to do the task backwards as well to successfully complete it. That way how you complete the first round of the task really affects the second half. Great job anyways!

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Reviewer 4:

I think the overall experience is good and all of these three rooms require users to solve the challenges collaboratively except the first one which seems not very intuitively play. Additionally, our target users will have capability of tackle the challenges in these three rooms because the solutions of the tasks don't require too much background or pre-knowledge.

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