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User Experience Storyboard Reviews
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Pengming Sun
the remainders
[review]

 Sherlock Holmes Bank Heist Mine Sweeping storyboard design/website Being A True Detective
Average Rating
 
Client 1:
Reviewer 2:
Reviewer 3:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Innovativeness and potential of Sherlock Holmes storyboard

Client 1:

How does the game work? I am confused to how the blood stains and the passcode are related? What are the clues that the players have to uncover?

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Reviewer 2:

The idea for this room is really great - finding clues scattered around the room would get everyone on the team involved and, if the room were well executed, could be a very immersive experience for the users. However, the storyboard presented here is not detailed enough for me to understand key scenes and actions that the guests would encounter. What is presented is also not legible and it leaves a lot of key user-experience questions unanswered. It would be really valuable to flush out this storyboard with more scenes, captions and potential user dialogue to answer questions such as:

What is the scenery of the room?

How do the guests figure out that they need to search for clues?

How do the guests beat the room? How do they fail the room?

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Reviewer 3:

I like the idea of solving a mystery, but I am finding this storyboard difficult to understand. How do the different aspects of the room connect? What does the player have to do once they have found the connection? I'm not sure I see where the gameplay lies.

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Innovativeness and potential of Bank Heist storyboard

Client 1:

This game is hiding from cameras or IR detectors? This is similar to something we've already developed, but might be doable with this new theme. Maybe think of some things that could set it apart.

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Reviewer 2:

It is confusing how this game fits into the True Detective theme and what role the users would play. The first game makes it seem like the users would be playing the role of detective in this theme, but this storyboard gives the impression that the users would be playing the role of the criminals. The scenes seem a little disconnected and there is very little supporting detail, leaving me unsure of how users would progress through the game. Similar to the first storyboard, additional scenes with captions should be added to define the key aspects of this game.

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Reviewer 3:

Similar to the previous storybard, it's a good idea but I'm unclear on the execution. Where does the player hide? Is it a motion activated sensor? It would be interesting to see how the player knows when it's safe to move and when they have to hide.

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Innovativeness and potential of Mine Sweeping storyboard

Client 1:

Is this like minesweeper or is it more of a game of walking over tiles that either are safe or explode?

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Reviewer 2:

This game also doesn't seem like it fits into the True Detective theme - minesweeper makes me think of a war or soldier game. A suggestion would be to take the archetype of the minesweeper game and modify it to fit more with the "True Detective" theme, because the game archetype is promising. Something else to keep in mind is how does this game involve more than one of the team members? The way it is presented makes it seems like one team member would be playing and trying to beat the clock while the others looked on. Similar to the other storyboards, there is not enough description or scenes to really make me understand the intended user experience.

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Reviewer 3:

Ah minesweeper is great! I'm sure many players would love the hit of nostalgia from playing this game. The little flags would be a great addition. Does each player move on the tiles together or do they have to take turns? How can teamwork be incorporated? Maybe one player moves while the other player calls out clues?

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Storyboard design and website presentation and execution

Client 1:

The presented concepts really weren't storyboards. They were more like single pictures and didn't provide a lot of details.

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Reviewer 2:

The pictures at the top with links to each storyboard are a nice navigation bar but the body of the website could be improved. A suggestion would be to clearly separate the storyboards by including a title over each and more space between (currently, they look like they are all part of one storyboard). The story boards are too short to adequately describe the game and the sketches aren't detailed or clear enough for me to really understand what is going on. In their current form, it would be nice to cut each sheet into each scene and present them separately (instead of just scanning in one entire page) But even better, using some of the techniques we learned with one-point perspective would help to set the scenes for these experiences in a clearer manner.

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Reviewer 3:

The storyboarding is difficult to read and has very few actions represented. You should try using more frames so that you can fully express the ideas you have. It would also be great to have more of a perspective from the player so that I can imagine the highlights of the gameplay.

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Room theme, Being A True Detective: engaging and interesting? identifiable with target users?

Client 1:

I think that a detective theme could be fun, but it needs to be refined and done right. Making mysteries is hard. It's crucial to reveal just the right information at just the right time in order for it to all work, which can be a hard thing to control.

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Reviewer 2:

Overall, these storyboards leave me with more questions than answers because they do not clearly convey the intended user-experience of each of the games. It would be good to think more about how each game fits into the theme of "True Detective" and make it obvious what the guests' role in each game will be, how they will win the game and how they will fail.

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Reviewer 3:

The three gags all seem to do with the idea of having to puzzle something out, but their connection is tenuous. I'm sure that players would have a great time with the bank heist and minesweeper games, but it remains to be seen how they would be executed.

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