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Josh Graves
eager beavers
[review]

StoryboardConcept Sketches
 Morse Code Message! The Keypad Letter Display Case Telegraph Machine Presentation
Average Rating
 
Client 1:
Reviewer 2:
Reviewer 3:
Reviewer 4:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Storyboard Morse Code Message!: innovativeness and potential

Client 1:

I think this could be a cool mystery, I'm not sure if it's hard enough or not though. I would like to see an input other than just a keypad to the door. Could you have to have a short 'conversation' with the alarm in morse code?

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Reviewer 2:

I like the idea of playing with sound by matching the visual and audio representations of a message. I'm not sure what the scenario is though, are they conducting a heist or innocent people oddly trapped in a museum at night? It's a bit unclear if only the necessary letters will be displayed or the entire Morse code.

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Reviewer 3:

Is there something that triggers the alarm or does it go off at a regular time interval after the players have entered the room?

I really like the puzzle and connection between the audio and visual clues requiring the players to use various senses. In audio morse code I imagine it can be difficult to detect the ending and beginning of a signal so it will be important to get those pauses correct so they are easily detected by the players.

This game seems like a good level of difficulty and intriguing across all age groups.

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Reviewer 4:

Location is cool and kind of unusual, and I really like that the puzzle is part-audio, part-visual. I think it seems appropriately difficult to figure out and I think it would be intuitive. Not sure if this was already intended, but I think it would be useful for it to flash at the same time (in case of hearing impairments, difficulty w ambient sound from the room, etc.). A little confused on the player persona, though: are we robbing the museum? why do we need to escape?

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Potential, feasibility, user experience and human factors shown in the concept sketch, The Keypad

Client 1:

Probably not necessary to sketch a keypad.

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Reviewer 2:

Fairly straight forward for entering numbers, but the letters aren't portrayed. If mistakes are made, there's no apparent reset option or feedback. A lot of phone based systems require hitting "#" or "*" at the end. They're available but their purpose isn't obvious. Same thing for what looks like it might be a light system on the top. I would have liked to see 3 different options for entering the information, maybe something like a rotary phone.

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Reviewer 3:

This looks like a pretty basic key pad we've all seen a million times before on doors. This is fine, I don't think there needs to be much innovation for this key pad. The only thing I would suggest is maybe including LED's or some light to highlight it as the grey box style as you've drawn could get easily lost in the dark room.

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Reviewer 4:

Concept sketches are clear and neatly done. Definitely seem feasible.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Letter Display Case

Client 1:

How is this used in the gameplay?

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Reviewer 2:

The user can definitely see the display. If the room is dark as indicated in the storyboard, I recommend adding some sort of light/illumination to the display. This way players can read the information, especially those who have trouble reading in low illumination.

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Reviewer 3:

Nice, clean sketch that looks like it would fit well in a museum helping to create the feel of the room.

That being said, I'm not sure how important this element is to your storyboard concept and I wish you had chosen to detail some element that is more integral to the game and user experience.

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Reviewer 4:

Concept sketches are clear and neatly done. Definitely seem feasible.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Telegraph Machine

Client 1:

Would like to see callouts. How is this built so that it is robust enough to hold up to near constant use?

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Reviewer 2:

I'm not sure what this is used for from the story board. Is it an alternative to the keypad? If so, I have the same questions about making corrections to the code you enter.

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Reviewer 3:

Similar comment as above, I'm not sure how important this element is to your storyboard concept and I wish you had chosen to detail some element that is more integral to the game and user experience.

Maybe you could have sketched the morse code display detailing how the users will visually connect the numbers on the key pad to the morse code.

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Reviewer 4:

Concept sketches are clear and neatly done. Definitely seem feasible.

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

Client 1:

Nice sketches, could use descriptions. Website is good.

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Reviewer 2:

Good use of 2 point perspective to give a feel for the room and view of the objects in the concept sketches. Web presentation was straight forward. A link between concept sketches and storyboard would have been nice but is not necessary. Descriptions would have helped orient the reader to how concept sketches fit into the scenario, especially the telegraph machine.

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Reviewer 3:

Very clean sketches with pen used well to add dimension and details. Some notes to describe particular design details or user interactions would be very helpful to describe your sketches and design concepts.

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Reviewer 4:

Website was well-designed and the sketches were all really clear. Would have maybe been helpful to focus on the tricker parts for the concept sketches (like the alarm), but on the whole the room definitely seems feasible.

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