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Reviews for Annie Dai
Innovativeness and potential of Art Thief storyboard
Client 1:
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The two different phases of this room both seem fun, but they may be too much content to fit in a 200 sqft room together. Perhaps just the lasers or just the hidden button would be enough?
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Reviewer 2:
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I like the part where the security lasers turn on as that is a believable gag that one would encounter in an actual art heist. This room does a good job with engaging all the players where they have to press the buttons all at the same time. It also has a clear point of completion where the glass case opens. From that I saw from this storyboard, the only interactive part about the paintings is the button underneath the frame. However, I believe there is potential to include clues from within the painting's frames as well. This would make the room more interesting and makes use of the art. For example, subjects in one painting could be pointing to another painting in the room. This storyboard could include flashing lights and security alarm sounds to further immerse the players and make them feel like they are about to get busted by the cops.
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Reviewer 3:
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The Art Thief is a familiar theme to all but has many layers which make the challenge exciting. For example, the players need to go back and check the year on the painting that opened the door, connecting the different layers together. I think it might make it more challenging if the players needed to remember the number, making the users want to come back because they will make sure to remember the years next time. The teamwork aspect is well-integrated because the buttons need to be pressed all at once, and if anyone fails at the laser challenge, everyone will fail so people are bound to work together. Are the lasers sweeping randomly, or is there some sort of pattern that could be decoded by the users? I don't know which one would be better, but it could be too hard if the lasers moved around. From my own experience, it's even hard to get through lasers that don't move around depending on how they are placed. This challenge integrates both physical and mystery aspects which make it interesting and will allow different users to be involved in solving the challenge. It doesn't require any excessive introduction to the setting, and people will instantly know that they need to steal a painting. Perhaps you can add audio cues like footsteps approaching to make the experience more thrilling, as if they are actually sneaking into a museum. Also, to create more variety for repeatability, there can be a mechanism that changes the paintings and the artists so that it is different each time the users return.
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Innovativeness and potential of Dragon's Den storyboard
Client 1:
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This also seems like a lot of content to fit into a small space. Both puzzles are great though! I particularly think that the first half of the concept would be a good challenge all alone though. Because each handprint can't be seen by every member of the group at once, the game forces good communication and coordination.
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Reviewer 2:
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The hand prints help embody the element of engaging all the players, which is one of the keys to a successful room. I like the creativity of mimicking the three-toned tune to calm the dragon's sleep. Maybe you can further exploit the theme and potential of dragons by including something like dragon eggs and they each have a different weight which you need to put in certain nests. I believe this dragon storyboard is innovative as it doesn't solely rely on common tropes such as having to defeat the dragon with a sword. Instead it is a drowsy peaceful dragon. I know this isn't a supposed to be a highly detailed sketch but I think it is important to convey that the broken bridge is physically impossible to cross, otherwise people will attempt to cross it and might injure themselves. It would need to be more obvious that it is broken, such as missing steps or missing entirely, whereby a platform moves into position once the hand prints are all activated. I think this storyboard can go one step further and have the players take the gold and load them into a knapsack which is able to tell there is weight inside.
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Reviewer 3:
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The Dragon's Den challenge is very creative, with many different tasks to be accomplished before it can be completed. The points of completion are clear, because the bridge is fixed, and the dragon retrieves, giving the users a clue on what they did right and wrong. The lullaby part is creative and is challenging enough that many will probably not be able to get the right tones on time unless they collaborate with their peers. This challenge will be self-resetting if the 3 tone tune changes every time, which also adds variety to the challenge. The way that this challenge is set up really immerses the players in the "dragon's den" setting; it might be more immersive if the temperature of the room is slightly hotter to mimic what it would feel like to walk around lava. The numbered handprints seemed to not fit in so well with the theme, unless I am missing a reference to something. Why did you decide to choose this challenge to fix the bridge? Perhaps it would be interesting if you incorporated an earthquake-like setting where the bars shake and the players have to grab on to the ones that are not shaking (the sturdy, more reliable ones). This will allow for more variety in the future by changing which bars are the sturdiest, and will also fit in well with the lava theme.
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Innovativeness and potential of High Stakes storyboard
Client 1:
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This concept seems like it might have too many ideas for players to connect without guidance. Perhaps just entering the roulette numbers in as the bet should be enough to succeed? The idea of swapping slot machine wheels feels fun, but would be hard to groups to understand without much prompting.
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Reviewer 2:
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I like that the players are forced to combine the numbers from the roulette table into the bet amount of the slot machines. It's also funny because it shows you that the machines are physically rigged, thereby proving how casinos don't run out of business. I like that the slot machines use symbols/shapes so it makes it easy for someone who doesn't know english to play. This room has a clear point of completion, when the bottom door opens to show a drawer full of cash. How will this room engage multiple players at once? Maybe there can be not just the roulette table, but also a blackjack table and a poker table that contain clues. How will this room self-reset? I'm sure if the decoration of this room was made to be flashy like in Las Vegas and set in the 1930's, I'm sure it will transport people into that time and place.
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Reviewer 3:
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High Stakes is another creative one, but is more realistic, which will be even more thrilling for users. There are two types of props, the slot machines and the roulette table, which will probably confuse the users at first, reducing the chances of success. Adding more props might make it more immersive for the users as well as even more confusing, so that the success rate is even lower! Do the users get multiple tries on the slot machine, or do they fail once there is no match? The swapping process is an innovative idea, and you might be able to incorporate some teamwork through this part of the challenge, but is this part self-resetting? Perhaps you can have A and B machines so that the one that is not matched is always the one that you have to "work on" once you enter the room. This way, one machine is always matched, and the other is not. Overall, this challenge is a little lacking in the teamwork aspect and so maybe it can have some simple features like someone has to hold the glass casing open while the other person goes to get the slot, so that the challenge needs to be completed as a group.
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Storyboard design and website presentation and execution
Client 1:
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These ideas are well explained and illustrated, but may benefit from simplification.
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Reviewer 2:
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The website was simple and clear, as the focus was just on the storyboards, and no fluff like buttons to distract you. The presentation and execution of the website could have fit more of a "art", "dragon" and "casino" theme to complement each of the storyboards. It might have been helpful to draw the players' reactions to when they interact with a gag. For example, they could be celebrating once the cash door swings open or puzzled when the slot machine doesn't match up.
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Reviewer 3:
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The storyboards are clear and easy to understand because the drawings are detailed enough to understand what each frame is trying to communicate, but not cluttered. The captions are a bit unclear sometimes, but mostly legible, although it may have been better if it were typed. The drawings all use perspective that gives the viewer a sense of the size, lighting, and proportions of the rooms with respect to the props. The website is relatively simple, where I can get to every storyboard simply by scrolling. However, I sometimes felt that it may have been more effective if the storyboards were on separate pages or popup windows so that I do not have to scroll down all the way to the end to see the last storyboard. I also think that having each storyboard fit into one standard window size would have been nice so that the reader does not have to scroll up to remember what happened in the beginning. This is especially true for your storyboards because the clues for later parts of the challenges were always hidden in the beginning of the challenge.
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Room theme, The Heist: engaging and interesting? identifiable with target users?
Client 1:
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Trying to sneak or steal in a fantasy world seems fun! There are lots of heist tropes that the target audience would be able to connect to.
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Reviewer 2:
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This storyboard does include familiar scenarios, as I'm sure most people have been to an art museum before. Because the art museum and casino are places where people may have been before, I just don't know if it is exotic enough. However, if the decoration is over the top, then it can be pulled off. Of the three storyboards, I think the dragon room has the most potential as it is exotic. I believe users between the ages of 15 to 35 will be able to enjoy this theme, because the challenges aren't too difficult for teens but also interesting enough to keep an adult engaged.
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Reviewer 3:
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I think that the Heist is a very engaging theme, even if the target users have not personally experienced it (at least we hope they haven't stolen anything...). Because it is such a taboo theme in real life, users will probably enjoy experiencing hands-on challenges with immersive environments as though they are really stealing something. It's as though you slipped into a movie or a book! I also liked how Annie explored different areas within the overarching theme "the Heist" which were completely unrelated to each other because I was able to see the different angles that this theme can be approached from. In future iterations, I would suggest detailing more of the set up so that the atmosphere can be conveyed instantly to the users. It can be effective to add more sensory cues to aid the user to slip into "heist mode" faster.
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