This is a really cool concept! I like the idea that some buildings depend on each other so that the puzzle might have to be built non-linearly. Are all of the external supports going to be the same size, or is the added challenge to be to figure out which supports go where, so that they are part of the puzzle?
Also, there should be more discussion on how the retraction of the internal supports and the reset is going to be implemented in the actual room.
I understand what the external supports are because I watched your presentation but on the site this could be a little more clear, maybe differentiate it a little more. I like the idea of having another way to hep support the buildings and act as a helping hand. I think in your presentation you clearly showed how this worked and how the people will interact and play with it, but feel like your site didn't as well. Think that this is a good concept and helps add another fun challenging dimension.
Very good sketch model. Self resetting point is also very well done; the whole game resets very nicely and randomly after removing the supports. I liked how the model was done at a scale large enough to be played by the presenters during the demo which was great.
I think that choosing this as the main gag to explore was a good decision. I wasn't quite sure what questions you were trying to answer with this sketch model (it might help to clarify in the future). Personally, I would like to hear more about what specifically you tested and what worked/didn't (different geometries, reset technique, etc). <--I'm not sure if this section is where this feedback belongs, but I wasn't sure where to write it. However, I really like the concept you were exploring and I think it is something unique and challenging, while still being self-explanatory. I also like the addition of periodic tremors to increase difficulty and keep players on their toes. Overall, this is a promising concept!
Mixing different kinds of puzzles together in a single room concept seems difficult (i.e., the centrally supported type puzzle and the externally supported 'keystone' style puzzle), and I think it was wise to explore how those pieces are going to work in tandem. I think you may have lost some degree of fidelity by only doing two buildings together (multiple buildings could make the problem much easier or more difficult depending on the configuration), but it was a reasonable simplification.
The sketch model seems to adequately answer the question of how the game is supposed to work. Since this is a works-like model for an externally supported building, what I think would be cool to see is a functioning mini-model of buildings supported with external supports that can stand up without the use of hands. I get that to demonstrate the game the main idea can be extrapolated from only the two buildings, but a smaller scale working model of all the buildings just to demonstrate the supports would be nice.
I remember seeing the presentation in class, but it would be nice if the website also included a video of how the game and the reset worked.
I think that this was a well executed model and really shows how it works. I think you did a good job demonstrating how you can use these supports as a helping hand. I think it clear how people interact with it and like that you can actually go about paying the real game. I think it also probably helped you see how it is hard to play the game which was probably helpful in future designs.
The execution was well done. The demo worked as planned, and it would have been nice to see further models of how multiple buildings fit together and how different mechanisms would be used to connect and support one another.
This sketch model was well-done. I appreciate that it was at large scale, so you can see how size impacts the difficulty of the game. The variety of geometries was effective, as it gave you a lot of options to test and see what worked. Covering the interacting surfaces with paper/poster board was a good way to ensure that any inconsistencies created by the hot wire were covered up and the pieces would actually fall if they were supposed to. Well done!
The works-like model looks clean and seems like it gives you the opportunity to test important parameters (i.e., does the order of assembly matter, how many people are needed for this, what is the best tactic for temporarily supporting the building), and you've done it in a simple and robust way. I think this is an excellent prototypical works-like sketch model.