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Lucia Liu
organic finger food
[review]

StoryboardConcept Sketches
 Prison Break Pressure Sensing Tiles Distance Sensors Sleeping Sheriff Presentation
Average Rating
 
Client 1:
Reviewer 2:
Reviewer 3:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Storyboard Prison Break: innovativeness and potential

Client 1:

This is a neat idea. Using the floor always presents challenges (wiring, durability, etc).

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Reviewer 2:

Nice! I like that the team has to "luck" their way to finding the right tiles and then remember them - almost guarantees that they'll have to do multiple tries. I also like that you can vary the path for each turn/team - great way to keep it challenging.

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Reviewer 3:

I really like the floor tile game concept in general (it's fun, and easily self-resetting) and have proposed a similar game that required floor tiles and one piece of feedback I got from the 5Wits people was that stuff on the floor is a lot harder to maintain/install/switch out than stuff on the walls, etc. (although I want to say that this shouldn't rule it out, it's just something to design around, I guess). However, I really like the tile concept and I think it's something that isn't really seen in many escape room settings. One thing to play with is the difficulty level, as I could see it potentially being really hard, so maybe you could create levels of "awakeness" that the sheriff has (first creak he moves a bit, second creak he wakes up) and making sure that the area around the door at least is ok to step on since maybe you wouldn't want them failing so soon. But the nice thing about this concept is that you have the flexibility to change the difficulty of the game.

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

Client 1:

This game has lots of moving parts. Moving parts are likely to break over time and cause maintenance issues. This game also requires a lot of sensors. Try to find a way to lower the quantity of sensors required.

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Reviewer 2:

Looks like a good approach and straightfoward. One other option that could simplify even further (not sure cost of pressure sensors) could be to have 2 contacts on the floor and a a conductive plate on the tile. When the user steps on the tile the circuit is no longer open.

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Reviewer 3:

I think the pressure sensing tiles to me seem pretty feasible and have a lot of potential, but as I said before, from my own stuff I have received critique that doing floor things (installing wires, etc) is more difficult and more delicate than doing stuff in the walls. I'm not exactly sure what added constraints this means, but me and my team were thinking of ways to do a similar tile sensor mechanism without having things on the walls! A few things that we were thinking that could work were distance sensors or a vision system (so there would be nothing on the ground, but maybe there could be a camera that would locate where the squares are and which squares the people were landing on, and then have that be the sensor, which would require a lot more complicated computer stuff). However, barring the fact that I'm not sure how the 5Wits people feel about stuff on the ground, I think the pressure sensing tiles to me at least seem like they would work well and seems like a clean solution to the problem!

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Potential, feasibility, user experience and human factors shown in the concept sketch, Distance Sensors

Client 1:

I'm not certain if I understand this part. If there is a sensor under each floor tile, I would think that the more efficient way to do this would be in programming. If the desired effect is to make the game harder (longer path) then change the solution in programming.

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Reviewer 2:

As in the storyboard section - I like the varying of the route between teams and/or runs. Neat use of distance sensors. If choosing between 1 and 2 - perhaps 1 would be easier to implement?

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Reviewer 3:

I like this idea a lot too, and if the 5Wits people don't like stuff on the ground, this seems like it would be a good method to pursue. However, at the same time, this method does seem more complicated and convoluted than the pressure sensing tiles method, but if having stuff on the ground is that much of an issue, it might be worth it! One thing that I would think about for this method is thinking about what happens when some people are blocking the sensors on the outsides of the room. For example, if there was someone on an outside tile that was ok to be on that tile, would the sensors still sense the person on the inside tile that is a tile that is not ok to be on? Maybe this problem could be solved by many sensors, all around the room, and I guess other escape rooms don't often have this problem for "the floor is lava" type games, although in those games it usually is only one person at a time triggering the sensor, and there are no "ok to go" states.

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Potential, feasibility, user experience and human factors shown in the concept sketch, Sleeping Sheriff

Client 1:

At first glance, I was thinking you should just use a monitor. However, I think you are headed in a much better direction (cheaper- no monitor, video player, recording video to play, etc). Light boxes are a purchasable part. I would investigate purchasing vs building. Also, is the design intent to have the box protrude into the room?

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Reviewer 2:

Looks great. Straightforward and certainly doable. Would be neat if you could add movement to the image when the sheriff is disturbed.

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Reviewer 3:

I also like this idea for the sleeping sheriff. It seems like the easy and not too expensive option that also allows for flexibility if somehow we wanted to change what the sheriff looked like (give him/her different levels of awakeness, etc). One thing is that I'm not sure how realistic this will look (but I'm not really an expert on light projections and how good they can look) and this implementation might feel a bit more 2D than 2.5D. But then again, there motion could be added to the light projection and I like how sound is there as well! And, in the drawing it seems like the sheriff would be a shadow, which I think is a better approach than trying to make him seem super realistic through light projection.

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

Client 1:

Very clean and clear drawings!!!

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Reviewer 2:

Good communication of the concepts and nice clean sketches. Great website - particularly enjoyed the "made with love" note at the bottom of the page.

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Reviewer 3:

Your sketching technique, website, and general presentation is so nice! Everything is so clean and I honestly really admire how you were able to color in so nicely with those markers. Also, even the way you scanned everything to put onto your website is really nice, as it maintained the solid and uniform colors of the markers, rather than distorting anything. Also, your website is super clear and easy to navigate, which I like a lot!

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