I'm curious about this part: "The mirror piece is held elevated away from the tower to show users that the main goal of the tower is to utilize the mirror piece to redirect the laser beam." How does the elevated mirror communicate the goal of the tower? Are you going for visual separation to draw attention to the mirror?
I like the direction you're going in - this is a lot of fun, and I really dig the thought you put into the design.
I'm going to say though, that when I first saw it, I thought it was an overhead projector. I think a little refinement on the shape and form could help solve this - also by moving the post that holds the mirror to the center, and not offset to one corner.
The sketch model of mirror tower is very well though. Having simple wheel and rail mechanism is a good way to move things in a constrained manner. The idea of having the mirror placed below the eye line is a very wise thought.
I have one comment on that : As we know the target audience for Open world range from 15-45 year old people and hence, the eye line height of different users might differ based on their respective height. A good idea would be to have the mirror at a very low level (0.65 to 0.75 meters from the ground) or have it at a very high level about 2 meters or above from the ground. This would ensure 100% that lasers will always be away from users eye line.
The looks-like explores questions about the user experience of interacting with the mirror tower as well as what the aesthetics of the tower would be. I'd appreciate some more discussion on next steps in decision-making, such as how the heights of the laser and handles will be determined (and perhaps even the shape of the handle) to best fit the majority of users. Also, perhaps it would be beneficial to include discussion on why that particular shape was chosen. Why block towers and not round towers, for example? Why even include handles, if the towers are meant to be pushed around anyway?
I really like this design, it looks like something that should be moved around. But the use of wheels make them prone to get stuck/ clogged with dust and debris. A way to make the wheels enclosed or a better sliding mechanism should be implemented. Also it could be good to look into getting more points by solving the puzzle indifferent ways. Then a team could get a certain number of points for using just some of the mirrors versus using all of the mirrors. Then a team would be incentivized to solve the room multiple times to try and get the maximum number of points possible.
I like the overall design of the sketch model with the really cool looking electronic matrix design on the sides. I like how you have considered the safety of the players by ensuring that the mirrors and lasers are below the eye level. I still feel that there is a lot of empty space between the mirror housing and the main body of the tower. I actually still prefer the obelisk-looking tower in the storyboard. It gives a more mysterious feeling and would be more in-line with your theme.
I like the circuitry theming that you chose for the sides of the tower. This looks really good cut out of acrylic. This is purely a design choice, but I would make the pattern much less dense than what you've shown here and exaggerate the size of the through-holes (keep the traces thin, but make the diameter of the holes bigger). This will help the pattern read as "circuitboard" from a distance.
In your sketches, the tower is shown as having a solid triangular prism extending up from the base to hold the mirror, rather than the kind of signpost effect you have here. I actually like the sketched version better, both aesthetically and for concerns about how much torque someone might be able to put on that post when it's exposed like that. Hopefully that's just a temporary design choice for the sketch model phase, not a permanent decision.
The sketch model is well built and does a good job of communicating its purpose to the audience. I would recommend putting the handle on at least two sides and such that they are not located in a position where users' eyes might directly come in contact with the lasers. Think of providing users with dark glasses to ensure additional protection to their eyes.
It was clear that a lot of thought was put into the different aspects of the looks-like, both in the execution and in the discussion on the page. I appreciate that you thought about the user experience, especially in considering the positions of the lasers and in future the positions of the handles. I also like the added detail of the circuitry as well as the two proposed methods to implement the detail in the final product. Nice job!
I think the execution was well done. But I have never seen the board game laser maze before, and I didn't make the board game connection at first, so if there was a way to make it look more like a board game with the floor looking like the board and/ or having the pieces look more like the pieces in the game that would be preferable.
Based on the design of the sketch model, I think it was executed really well. The only drawback was that it seems more like a prototype than a sketch model. From my understanding of the sketch model, it should be easy to modify during the meeting with the client itself so that different variations of design can be explored. But other than that, the model has been made really well to encompass the design of the looks like model.