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User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Yan Yan

Yan Yan
6 wits
[review]

 tea measurement flamingo pachinko sliding blocks storyboard design/website Wonderland Escape
Average Rating
 
Client 1:
Client 2:
Client 3:
Reviewer 4:
Reviewer 5:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Innovativeness and potential of tea measurement storyboard

Client 1:

Generally, try staying away from using any liquid in games. They can be very destructive, messy, and hard to control. They can also cause lots of general maintenance and possibly mold.

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Client 2:

I don't really get what's going on here. I think the storyboard could have used a bit more explanation.

But I can tell you that use of water is a very, very bad idea from our experience. We've done this before and it is either incredibly destructive, or messy. It's a huge durability problem.

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Client 3:

I like the riddle very much and the simplicity of the game!! Using real water is problematic as it is very messy and prone to leaks and maintenance issues...

Is there a way to do this without the Water?

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Reviewer 4:

Tea Measurement beautifully describes a mental challenge for an Alice in Wonderland themed room. Color truly brings the characters and objects to life and I had no challenge following the sequence of events. The individual scenes invite the reader to close in on the action, read the text fully and enjoy the illustrations. I think Tea Measurement could work well within a room that has multiple challenges to be successfully completed. The automated reset requirement shouldn't be too challenging, as the kettle and cup could be fixed and actuated to fill and evacuate respectively. Not allowing the kettle to pour into the cup directly is a more challenging one to handle... maybe an actuated kettle that detects the item it is pouring into? That could be an attraction in of its own. I expect the main challenge for this room to reside in fully transporting the users to the Alice in Wonderland world in such a confined space. I therefore encourage Yan Yan and her team to further ideate on how to handle the shrinking/enlarging of objects and people. The minute door in the last scene is the sort of item that I believe will be required to truly engage the user (particularly the older target users).

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Reviewer 5:

Since there were not written explanations associated with the pictures, I did not understand initially what the challenge was, until I remembered that I had seen this in a movie, and then I got it. The storyboard should clearly state what is happening in each frame, and it should be stated that there is a 3mL and a 5mL beaker, and you are supposed to measure 4mL. I like the underlying idea from number theory on which this challenge is based, but I think the storyline can be made much more exciting, by instead of having a door open after measuring out 4mL, how about you have a bomb that you are supposed to deactivate before the countdown elapses and the way to deactivated it is by pouring the exact amount of liquid. I could not read some of the words in the pictures. Also, what is the self-resetting mechanism?

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Innovativeness and potential of flamingo pachinko storyboard

Client 1:

I could not read the small text, therefore I could not understand this concept.

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Client 2:

Again, this could really have used some text to help explain it. Your hand writing on the scan was very small and hard to read. I still don't know as I fully get what you were trying to explain.

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Client 3:

This seems like a reverse pin ball? Are you controlling the flamingos or the paddles? Sloped floor makes ADA access difficult in a room that could (should) be accessible.

I like the large scale timer as a pocket watch.

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Reviewer 4:

The illustrations win me over in Flamingo Pachinko once again. The appearance of the cat, the clock and the flamingos is wonderful! I am left somewhat confused on what the player (Alice and the cards) are actually controlling though... is it the flamingos on the floor, the inclination of the platform, the ball itself, a combination? It seems that the key challenge is the communication across players and dexterity in using the controllers but I am left wondering if the explanation given in the third scene (voiceover) is necessary. It might be enough to warn the players how they could loose (the ball hits the other side) and allow them to figure out how to avoid this (go to the different controller positions). A distinction between what is said to the players and what is needed in the storyboard could be accomplished by adopting the structure of the template storyboards at some level (i.e. breakdown the scene and the description/title of the scene). The elimination or reduction of instructions in the actual room might also aid the design team in achieving the low target success rate.

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Reviewer 5:

The handwritten description in the pictures was the only one provided in the storyboard, and could not read some of the words, so I don't fully understand what is happening. Why would it take 3 minutes for the ball to reach the other end of the room? I don't understand the significance of the flamingos. After you catch the ball with the flamingos, why would it keep moving? There is not enough explanation.

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Innovativeness and potential of sliding blocks storyboard

Client 1:

This is a good use of taking the game "Rush Hour" and adapting to this theme. There are some technical challenges to this game that would have to be solved.

-safety (fingers getting smashed)

-keeping the blocks sliding in their grid

-resetting for the next group

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Client 2:

How would we sense this is correct? We try to avoid wires in the floor. Would this be an A/B state reset between groups? We can't predict what state the previous group will have left the room, especially if they failed.

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Client 3:

This seems difficult for a reset... What does the second group of guests encounter after the first group has solved it? Is it possible to just climb over the blocks?

I would be interested to see this flushed out a bit more...

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Reviewer 4:

Sliding blocks could be a true orientation challenge! I like how it easily engages physical and mental skills. The idea is clearly conveyed by the sequence of the storyboard; however, I spent some time thinking of how the different drawings could be compatible with one another and was unable to find a sequence of moves for the blocks introduced in the second illustration that could lead to the other illustrations. I also get the impression that the blocks are changing size! This might very well be part of the design of the room but seems challenging to carry out physically. I don't find this to be a major impediment to understanding the concept, and think the Sliding Blocks are an original idea that could be implemented with some actuation. Additional work around team engagement is likely required, maybe spring-like blocks that require someone to stand in a given location to be able to push other blocks or to make a block disappear? Once a given set of blocks are designed maybe a different set of mazes and solutions can be implemented such that the room can be repeated? With relation to the chosen theme, I would like for the blocks or the walls to speak to Alice in Wonderland, as the main conveyor of the theme in this illustration is Alice herself and she might not be present in the actual room! I am excited to see Sliding Blocks develop into more detailed drawings and prototypes!

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Reviewer 5:

In this challenge, the user has to push around the room human-size blocks in order to find their way to the exit door. Having some written explanations about what each picture represents would be helpful. This challenge seems very unique and engaging and I see high potential in it. However, the lack of written descriptions makes it difficult to understand what the complete intent of the author was - would the blocks be constrained to move in only one direction? Would the users be able to climb over them? What is the resetting mechanism?

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Storyboard design and website presentation and execution

Client 1:

The use of color was great. The text was too small to understand. Some ideas were clear and some were not understood.

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Client 2:

Cute design (even if white text on a light pink background is very hard to read for your titles,) but focus on legibility first.

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Client 3:

Very much like the website and the varying the theming through the storyboards and project. There could have been a few more steps detailed out but it was very clear and minimal use of words was great.

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Reviewer 4:

Each page was beautifully designed, with an appropriate color scheme and objects such as the Aces of Hearts for the storyboard buttons, which were in sync with the theme. The handwriting in "Tea Measurement" and "Flamingo Pachinko" was rather small to be able to observe the whole storyboard at once but I had no challenges once I zoomed in with my browser. The index page was neatly crafted; however, I am concerned that a user that is not aware of the task at hand might not know how to navigate to the storyboards. The addition of the storyboard name under each card or a more explicit visual queue (Alice's stare is already a pretty good one) to click on the cards might be required for a broader audience. The only other item that is left to theme-up is the back button (directing to the index page) in the individual storyboards. Overall, I found the website itself a key element in transporting me to this enchanted world.

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Reviewer 5:

The pictures were drawn quite well and presented in good way. However, the lack of any written explanation about the challenges made it sometimes very difficult to understand what was happening in the pictures. The author must add some written descriptions.

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

Client 1:

Wonderland Escape is a fun, whimsical theme. Try to find games that match that spirit and utilize ideas that best represent this genre.

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Client 2:

I like it, personally!

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Client 3:

These is a great one. There is lots of content here. I am not sure if it is protected under a copyright that would have licensing needs to use the images and Alice or Wonderland names.

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Reviewer 4:

Yes, Wonderland Escape provides a great set of ideas for the Alice in Wonderland themed room/set of rooms. As described in the Tea Measurement storyboard, I find that the biggest challenge will be in decorating the rooms to transport the users as successfully as in the storyboards. A significant part of the illusion in the storyboards is due to the existence of Alice and the cards which will be actual individuals. Even for customers that are not fascinated by Alice, I believe the challenges within the rooms proposed by Yan Yan are engaging and entertaining.

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Reviewer 5:

The challenges definitely resonate with the theme. I like the first and the third challenges and they can definitely afford interesting play experiences.

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