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Concept Sketch Reviews
Home > Assignments > Concept sketch results > Reviews for Ana Flooks

Ana Flooks
eager beavers
[review]

StoryboardConcept Sketches
 Hidden Blacklight Message Magnet Maze Hidden Tiles Crack the Code Presentation
Average Rating
 
Client 1:
Reviewer 2:
Reviewer 3:
Reviewer 4:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Storyboard Hidden Blacklight Message: innovativeness and potential

Client 1:

This might work as a mystery room, but it isn't terribly unique to OpenWorld. What theme does this fit into? Also, what is 'the rest of the puzzle?'

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Reviewer 2:

I think the storyboard is fun, simple, and clear. The idea of solving a puzzle to illuminate the result is cool. One thing to consider is that some teams may be able to guess the code by only partially illuminating the code. This is fine, but it is just something to consider when choosing the code.

I'm not sure that having other objects in the room is entirely necessary, unless you are trying to make the room feel like a normal room. In that case, adding some furniture as well. The current bookshelf has nothing to do with the puzzle and seems kind of random.

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Reviewer 3:

The base storyboard is logical, clear and easy to follow. It's innovativeness will depend significantly on the puzzle chosen for the room. I am also a little unsure how needing to find the code to escape the room relates to being in a museum. I wonder if there is some way for the puzzle to unlock something that is closely tied to being in a museum? Or could the scene be set to explain why in a museum the door the needs to be unlocked? (Maybe the adventurers got stuck inside an exhibit?) Or maybe the blacklight could be tied into fixing the night-watch person's flashlights using the puzzle? Overall, I think puzzles and blacklight messages are reasonable gimmicks, however I wonder if they could be more tied to the museum theme.

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Reviewer 4:

The puzzle room idea is not the most innovative but incorporating the blacklight idea is quite interesting. Because the puzzle room setting is quite common in lots of room escape games, the quality of the user experience depends on the games that users have to play. My comments on the individual game are commented below.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Magnet Maze

Client 1:

This looks really neat! Great concept. I think it could be cool if there were several magnets attached to chains on different parts of the board so one magnet couldn't reach the full path the ball needs to take. What if you had to 'hand-off' the ball between players to get the ball to the hole? This could incorporate more players into the game!

One note is to remember the game still needs to be able to be reset if the previous players failed to complete the game.

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Reviewer 2:

This is a very fun puzzle, and having the doors hold the balls back is a great way for making the game resettable. It is a feasible idea and I think mazes area always pretty fun.

A concern with this puzzle is that it is very individual, there's not a lot for a team to do. Maybe there could be multiple magnets so that multiple people could work on the puzzle. To make it a little more difficult and team oriented you could have there be doors in the maze that are opened when a ball is on a pressure sensor somewhere else in the maze, so you have to figure out how to get all the balls through in a certain order to lower the doors. Or some other variant of a teamwork puzzle.

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Reviewer 3:

I think the magnet maze is feasible, and will be easy for users to understand and use. Since groups of 3-5 people will be completing these challenges I wonder if there is a way to allow multiple group members to interact with the magnet maze. Could there be multiple magnets or obstacles that players can move in other manners? Could the maze be larger and in both the floor and the walls so that each user can solve a part of the maze and then pass it off to the next person? I also wonder if it could be clarified why the adventurers have to solve this maze to get out of the museum room. Are they putting things that escaped from the exhibits back in the exhibits? Overall, I think this design is well explained and feasible to make, though I wonder if it could be made more engaging to more people in the group by allowing multiple people to interact at once or being more obviously related to the theme.

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Reviewer 4:

I think the idea is fun and it reminds me of the pinball game that I played when I was young, but as for its feasibility, I'm not sure whether the magnet is strong enough to have the wall to move smoothly throughout the maze, unless the maze is made small, or a big magnet is used. My main concern is to get the optimal maze size and magnet strength.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Hidden Tiles

Client 1:

I don't think I quite understand how this game works. Is it like simon? A memory game?

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Reviewer 2:

This is a fun logic puzzle, and because it has to do with just tapping tiles, it can be done well in a small group.

It is definitely a feasible puzzle. I think it will be a challenging puzzle, and might take some time to figure out the logic of what is happening, but I think it is a good level of difficulty.

I'm a little confused about how it fits in with a painting. Are the tiles painted so that together they make a picture? Or is there a picture just placed in front of so that you touch the picture to change the tiles? I'm not sure that a picture is necessary in this case.

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Reviewer 3:

Hiding the lit up tiles under a picture goes well with the museum theme, and this design seems feasible to build. From the current description, I am slightly unsure if only the 4 nearest squares or all 8 surrounding squares light up, and if squares every stop lighting up. Would a feasible solution just be to touch every square in the picture? If so, the puzzle might be on the easy side, but could easily be made more complex by turning off the lit up square according to some pattern. The touch feature of this puzzle allows multiple users to interact with it at the same time, which will help it be engaging for groups of visitors. As part of a picture in a museum, this game fits nicely with the theme, and difficulty should be reasonably easy to tune in play testing.

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Reviewer 4:

The idea is new to me, so I will say it's quite innovative, but it does not seem too challenging or requires much thinking other than touching randomly on the painting. However, according to my personal experience, a game that has simple principle may not come intuitively to the player at the beginning, so it might be a fun challenge in real setting.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Crack the Code

Client 1:

This is actually a really hard puzzle to solve, but there is nothing wrong with that! My main concern is that guests wouldn't actually need to solve it to get the code. What's to prevent them from matching up each number separately and just remembering each piece of the code. I'd imagine most groups would do this.

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Reviewer 2:

This is a feasible puzzle. One thing to consider is if there are too many possible solutions, which might make it difficult to detect when a team has succeeded. Maybe the pairs need to be in a certain order (increasing, decreasing, evens, etc) to limit the number of possible solutions.

One thing to consider is maybe putting the dials a little closer together. When they are spread out it implies that they are separate, but solving the puzzle requires relating them together.

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Reviewer 3:

This puzzle engages multiple players and challenges them to find similarities between the number patterns on the disks. The puzzle seems both feasible to build and engaging to the users. This puzzle might be able to be better integrated with the overall theme if the user were shown how rotating dials relates to being in a museum. Are the users re aligning a broken museum piece? Or could they be unlocking some item in the museum? Overall, this design seems feasible to execute, easy for multiple users to engage with at once, and has a potential to be an interesting logic puzzle.

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Reviewer 4:

I like this game the most in this room, because there are so many games out there about code locks, players mind will directly go to turning into a series of number, and the idea of matching the number on the adjacent edges is not that obvious. This is a game with a perfect balance of challenge and simplicity.

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Sketching technique, clarity of storyboard and concept sketches, and their web presentation

Client 1:

Nice sketches, and easy to navigate website.

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Reviewer 2:

The sketches are very nicely done. The shading is easy to understand and color was added where it was necessary. You definitely used what we have learned in class.

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Reviewer 3:

The sketches are all clear and emphasize the key elements of each design with realistic perspective and shading. Color is used well to emphasize and draw attention to certain parts of the sketches. The storyboard and sketches are clear, legible, and easy to understand. One possible clarification could be adding more detail to the tiles puzzle to clarify when the lights will turn on or off. The overall web presentation is cleanly and clearly laid out. To improve the load speed of each image, maybe the images could be uploaded at a lower resolution without decreasing quality? Overall, the sketches and website are clear and help the reader understand the concepts.

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Reviewer 4:

I really like the concept sketches. They all have very good perspectives and illustrate the ideas very clearly. The overall presentation style is simple and clear.

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