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User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Sami Yamani

Sami Yamani
moss piglets
[review]

 Infiltration Attack The Dictator's Hall Rescuing the Reactor storyboard design/website Missions
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 Infiltration Attack storyboard

Client 1:

I like the idea of a "hit the deck" type of physical challenge. Consider how much time you're going to allow players to go from standing to lying down. Very athletic players can do this in less than a second without hurting themselves, but consider the rest of the demographic!

I'm not sure you need the hold-the-door concept. I think it's enough of a challenge to get all players across the room to a safe zone without including the extra cost and complexity of the door mechanic.

Careful with theming. You're obviously aware of the allusions you're making, but I think you will need to be very, very subtle in your design to allude to WWII but not evoke imagery that will make people uncomfortable (or worse, offend them). Perhaps a generic "wartime" theme is better than a specific time and place in history.

Also keep in mind that Open World rooms need to stand on their own, and shouldn't be interdependent on other rooms in the same theme. Our current approaches to visitor throughput consider all rooms to be the same, in that we don't need to make sure that a visitor has access to Room A before Room B, for example.

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Client 2:

This is a neat idea. They have a very similar version of this game at Boda Borg in Malden (in their Platoon quest). I would try to make there be "cool" places to hide, some for one player or multiple people. I would also try to simplify the game instructions, but maybe make it a harder game to win.

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Reviewer 3:

I really like the overall theme of historical events modernized into a modern escape room challenge. Still, the clear WW2 style and battlefield aesthetic may be uncomfortable for some guests, but hopefully it wouldn't spark any PTSD in anyone. The slow closing door is a classic though, and is a good way to implement a hard time limit. I also think it is good that guests are not explicitly told to duck but must work that out on their own.

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Reviewer 4:

I really like this idea! In your descriptions you addressed a lot of the concerns I would have initially thought of, such as symbolism, the safeness of barbed wire, and being in a dark environment with a lot of obstacles. You could continue playing around with the idea of instead of a set height of 30cm, using the obstacles as a way to hide from the enemy. Perhaps there should be a some sort of indication as to when the flare noise is about to begin. It doesn't have to be that noticeable, but that could help the success rate if that's necessary as well. Of course you could also just have people learn through trial and error what the timing of the flares should be.

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Innovativeness and potential of The Dictator's Hall storyboard

Client 1:

Interesting idea. I would spend some time thinking about what happens to completely clueless visitors (does the room completely fill up with fog, making gameplay very difficult?) or visitors who go straight for the eagle statues without touching the books first (I would also stay away from eagles in particular...).

Also consider how this room resets. The books and eagles are easy enough, but how would you clear out the fog?

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Client 2:

Using fog machines can be tricky. These room do not have ceilings on them. How can you help the user understand that they pushed the book in, and that caused more fog? Try to add more feedback so the guests are understanding what they are doing and that they caused the desired effect.

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Reviewer 3:

I like how pulling the books on the shelf is counterproductive because I'm sure almost every visitor will try it at least first. I would be hesitant to use smoke to fill a room, however, as it may start to cause respiratory issues for some people (based on experience with smoke machines)

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Reviewer 4:

I don't know if the individual rooms are meant to connect like this, but I think that's an interesting idea to play around with. That being said, it's good that your room doesn't need the other room to make sense. I like the idea of potentially misleading people with two fairly simple tasks. I think there should be some sort of clue as to what books to press, since people may just win by accident, or feel that they did, without really knowing why.

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Innovativeness and potential of Rescuing the Reactor storyboard

Client 1:

I think this concept has the most potential out of your three designs. I wonder if the firehose design could be implemented in a bit of a different way. Right now, I'm concerned about two things: one is resetting the room, and another is how to pull the hoses back in a way that doesn't risk injuring visitors. This might be a better puzzle as a switchboard, where you control the virtual flow of water from a master control panel. Maybe this is a little like the bomb game in Espionage, where each player is in charge of a control station and they need to communicate with other players to figure out where to route the water.

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Client 2:

What is the technology that will sense if the user is correct or incorrect? How do players know how much time they have? Is there a timer?

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Reviewer 3:

I think the nuclear reactor theme very naturally leads itself into some sort of puzzle. The retracting hoses are clever to self reset the puzzle. Could see this having potential for an immersive design.

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Reviewer 4:

I think it's good that this room requires participation from anyone, or at least it could! Connecting the previous room to the one with the hoses is a good touch, and causes people to remember what they saw in the last room. After the first try, it may be easy to figure out that the hoses are meant to connect to those rods, so you could try choosing numbered rods that are somewhat close to each other so that it's harder to figure out which hose belongs to which rod right away.

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Storyboard design and website presentation and execution

Client 1:

Pretty good. I will say that I had some trouble reading the speech bubbles in the images. Other than that, I thought that the presentation was pretty clear. I think you can do a lot with just images, and that you probably don't need all of the prose to explain what's going on.

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Client 2:

The storyboards were clearly presented.

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Reviewer 3:

The home page is clean and easy to follow with links to the three storyboards based on the most prominent images. The style between pages was consistent and not jarring to follow between pages. For Infiltration, I would have like to see more angles of the room as I wasn't sure about angle or how many barricades and wires would the player have to pass to make it to the door. I think the rooms were more fleshed out in the next two. I like the use of joints on your people to help indicate action and emotion. One thing I found pretty annoying was having to scroll down to the bottom of each storyboard to return to the home page, so maybe also put a link at the top.

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Reviewer 4:

I like the background and font choice of the website. They seem to fit the theme. The presentation was clear and easy to read. You really addressed a lot of the questions that I had as I was going through the storyboards. A small thing, would be to have a previous and next button for the storyboards or a header on top so that the viewer doesn't have to continuously go back to the home page.

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

Client 1:

This concept walks a fine line of what is appropriate to show in a venue like Open World and what is too culturally sensitive to present as entertainment. I think you have to be especially careful of the eagle imagery in the dictator's hall. Even if you don't display actual wartime imagery, the allusion will be clear. If this concept goes forward, I think it is worth completely disguising the exact place and time in history.

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Client 2:

I like the idea of a war themed rooms. I would probably be a little vague regarding countries and time periods to not be referring to any specific point in history.

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Reviewer 3:

While some specific references may be lost on some visitors who may not be well versed in history, I think the overall idea of having to complete an important political task. The actual theme name "missions" might not be specific enough as pretty much any room with a challenge could technically be a mission.

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Reviewer 4:

I think it's well-known that missions are a great theme for escape rooms. I haven't personally been to that many escape rooms, so my only concern would be to make sure that your room ideas are unique and not overdone. If you want to also address users that go to a lot of escape rooms, you want to make sure to still keep them engaged with a theme that's often used.

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