Storyboard Painting Mismatch: innovativeness and potential
Client 1:
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Neat idea! I could see this working with some development. One note is that you should make sure to design a way to keep people from walking off with the paintings (make sure they're all in place before the door unlocks).
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Reviewer 2:
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I like the idea of having to move things around within the space. This concept also seems to have a good way to self-reset itself. The storyboard isn't entirely clear on the details of the concept though- are all the paintings blank at the beginning? That's how it looks in the storyboard initially but that's not what it seems like later in the description. Are the paintings resetting electronically (for instance with projected images that change for each group) or mechanically (moving positions around the wall with the maze)? The maze concept is also extremely unclear here- I am not sure if guests are running around with the pictures or simply moving them slightly in place. How do they figure out the maze pattern in block 6? Without these clarifications, it is difficult to determine the innovativeness and potential of this concept even though it seems interesting at first glance.
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Reviewer 3:
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I think the concept of having to put the paintings in the right place is promising. I do think the players might be unsure at first, but will figure out the process after being able to move one painting. The challenge may be too easy though if it is just matching a painting to its description, so maybe up the difficulty by having them match the painting to its artist or something like that.
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Reviewer 4:
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Looks like a pretty fun game! Seems like it might be a little too easy though. Can you think of any ways to make it harder?
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Potential, feasibility, user experience and human factors shown in the concept sketch, Picture Frame
Client 1:
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What are these made out of? Can they be dropped repetitively without damage?
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Reviewer 2:
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This is a nice drawing of a picture frame, but that tells me nothing about the actual implementation of this concept. What is special about the frame? Why is it necessary or helpful to see this in detail? Some labels of key features would have been useful for your concept drawings so that we can understand what the relevance of each piece is.
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Reviewer 3:
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I think the drawing is good, but the concept doesn't really show anything novel or how it could be used in the experience. Still, not sure what more you could do to convey this concept.
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Reviewer 4:
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It's a pretty frame! I'm not really sure what extra information I'm supposed to glean from this sketch though.
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Potential, feasibility, user experience and human factors shown in the concept sketch, Painting Maze
Reviewer 2:
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The maze makes a little bit more sense in the concept drawing than in the storyboard. It seems like there are two states for the frame, so it's good that you've thought a bit about the reset there. Still, without labels, it is hard to understand the relevance and details of the concept. It would have been very useful to have some information on how the actual picture changes when you move the frame in the maze. Additionally, how do you expect guests to figure out the maze? If you intend for them to be trying to pull the frames off and move them around, the frames need to be virtually indestructible. Guests need to be able to figure out the maze relatively easily without getting close to breaking the underlying mechanism.
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Reviewer 3:
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I think this is a good way to add difficulty to moving the painting. I think the maze could be much longer though. Also, make sure there is a way to constrain the motion so the painting can't just be pulled off.
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Reviewer 4:
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This drawing was already shown in the storyboard in less detail. Would've been interesting to see more of the mechanics of this game aspect or perhaps even the back of a painting.
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Potential, feasibility, user experience and human factors shown in the concept sketch, Caption for Painting
Client 1:
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I imagine this rotates to reset for the next group? Could use callouts or a description.
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Reviewer 2:
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Again, this is a nice drawing of a painting caption, but that tells me nothing about the actual implementation of this concept. What is special about it? Why is it necessary or helpful to see this in detail? Some labels of key features would have been useful for your concept drawings so that we can understand what the relevance of each piece is. It seems like the triangle shape and rod is to allow for rotation between labels, but that is my assumption and is in no way clear from the actual drawing. Arrows showing rotation or labels indicating that would make it much more clear.
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Reviewer 3:
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Like the first concept, there isn't strong depth to the concept, yet I think well design labels could help create the whole art museum feeling.
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Reviewer 4:
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This is a good sketch, but I expected to see more of the electrical implementation. I just assumed that the signs would change display and that's how the game resets.
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Sketching technique, clarity of storyboard and concept sketches, and their web presentation
Reviewer 2:
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Though you had nice sketches with shading for your concept sketches, they failed to actually communicate the details of your concepts and did not answer the key questions I had after reading your storyboard. The storyboard also lacked important details which left me confused about the implementation of your concept, which was disappointing since the idea had a lot of potential. The website was nice- I liked the touch of having the background be a museum gallery. It would have been useful to have a link connecting the storyboard and concept sketch pages on their individual websites so that I didn't have to navigate to them separately.
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Reviewer 3:
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Sketches are clear and easy to follow. Nice use of perspective to create depth.
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Reviewer 4:
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The perspectives were great and the website were nice and simple! It was pretty easy to understand what was going on. Great job!
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