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Reviews for Emily Hanhauser
Innovativeness and potential of Spider's Web storyboard
Client 1:
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Interesting, immersive concept. I don't think it's quite obvious from the storyboard (although maybe it could be made obvious in fabrication) that the lit up web represents the path that users can touch. I'm curious how you're planning to detect users interacting with individual pieces of the web. What are you planning on making the web out of? For safety considerations, I would think it's steel pipe, but then you lose some of the realistic web nature. The fabrication will inform how you detect user interaction as well. I do like the projected spiders coming down from the wall as a time indicator. Just make sure to make it obvious from the start that once the spiders get to the bottom, that's a failure. I think you could make this more interesting by making the web 3D (extending away from the entry door) instead of having two essentially 2D webs. That would make for a very tough (but very customizeable) physical challenge!
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Client 2:
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Very cool idea. My question is, how are you going to sense that the group touched a correct or incorrect part of the web?
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Reviewer 3:
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Very cool concept! This is my favorite of the three. In the drawings, it looks like only one thread of the web is illuminated for the path, but the players have to climb the web. How will they be able to do so-are they able to touch the other parts of the web at this point because the lights are illuminated? If not, maybe there could be a band of threads that are illuminated so players can have more choices when climbing. I also like the idea that there is more than one web, which keeps players on their toes. How do players get from one web to the next? Do they have to reach for it, i.e. do they get out if they touch the ground? Maybe the ground could be coated with a soft, padded 'spider silk' so that players don't get hurt in case they fall. Overall very nice, simple concept.
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Reviewer 4:
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I think it's a innovative design ideas that ask users to recognize the functions of spider's eyes and the path leading to escape the room! Additionally, another feature I am fond of is that creator of this project adds time constraint and intensive atmosphere to gaming experience by utilizing creeping-down spiders.
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Innovativeness and potential of Hide storyboard
Client 1:
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I like the idea of the theme making visitors feel small - much like the Rats room at Boda Borg. Rounds 1 and 3 of this game are very similar. I would either come up with one more unique way to play a round, or choose just one round type to play over and over again (like the Aztec room) at varying difficulty levels. I would also consider how to communicate failure/success to the guests during each of these three round types. It sounds like the bugs either get eaten by birds, drown, or get caught in a net, but I don't think it's obvious how that's communicated to the players.
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Client 2:
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Very creative and a great use of matching theme to a game. Are there other ways to communicate to the adventurer what to do besides just audio cues?
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Reviewer 3:
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I like this idea and the multiple failure modes that could come with the room. I'm a bit worried about the rain part: when it says players have to climb the walls to avoid getting wet on the ground, is there actually going to be squirting water involved, or is that more of a conceptual thing? Involving water could be cool but would be tough to clean up between rooms so you'd have to think about that. Also, this is mentioned more in my comments for the next room, but it does seem that only the wall areas of the room are activated and the rest of the space is neglected. Could work if this were one of the smaller rooms because I imagine the protruding leaves might take up space, but if not it would be worth investigating how to engage the center of the room more. The different stages are good, but I would have liked it more if the third stage was a bit different from the first stage. One way to engage the center of the room more is maybe to somehow have the effect of the child stomping through the grass, so that the players have to dodge around and avoid certain spots on the ground, or maybe only run to the 'safe spots'.
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Reviewer 4:
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I think the challenge of this room for users is to hide from attack from birds, rain and laughter under leaves. It's more like a physical game instead of mental one. I'm thinking that it would be difficult tot create such a veritable forest and effects in a 100-200 square foot room.
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Innovativeness and potential of Flower Power storyboard
Client 1:
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This is a great example of a game that is nearly impossible to win with a small number of players and nearly impossible to lose with a large number of players. I would consider scaling the number of flowers that light up to the number of players that enter the room so that you maintain a success rate of ~25% (or whatever it ends up being) no matter what the group size is. I like the concept, it's a nice mix of a mystery challenge and a physical challenge.
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Client 2:
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Installing technology in the floors can be very challenging. Using the walls is always easier, especially when there is anything that requires wires. I would try to move the flowers to up against the wall.
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Reviewer 3:
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I liked the idea, especially the part where players have to frantically press a lot of buttons for them all to light up while the music is playing. I'd say the layout of this room is very similar to the previous one, and whereas I think it makes a sense for the other room to be laid out how it is, it might make sense for this one to be more interactive and to have some things in the center as well. Maybe the flowers are growing from the ground and players have to walk through the stems like they are in a large garden. The flowers could all be of different heights, so that some are easier to "pollinate" and some the players have to climb the stems a bit to reach. Currently, the only way to fail seems to be to run out of time, which makes this room less tricky than the other two. Maybe that's what the goal was, but to add layers of difficulty there could be wrong sequences of flowers that could lead to failure.
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Reviewer 4:
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I think idea of this design is similar to the Spider's web which require guests to identify the pattern of the games in order to succeed. The difference is to have a time constraint here. I'm still concern about how to create such 3D objects and desirable effects in such a small room.
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Storyboard design and website presentation and execution
Client 1:
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I appreciated the interactivity of your storyboard pages, but I really wanted to see all the frames on one page! A minor complaint :) I think your second and third storyboards are clearer than the first, probably because the concepts are a little more straightforward. The spider activity has a lot of different pieces to it, which makes the storyboard a little more complex as well.
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Reviewer 3:
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I liked that each panel was given its own page so that it could be focused on and explained more. One way for the website to be improved is to be able to access each storyboard from the end page of the previous storyboard instead of having to go through the extra step of going back to the homepage each time. The storyboards were clear and easy to understand, and had a good use of color. This is more of a personal thing but I do like the look when all the panels are together because I think it makes more of a cohesive story, so maybe a summary page at the end with all of the panels on one page could be good.
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Reviewer 4:
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The overall story design is pretty innovative to me. Emily did a good job presenting her ideas through first person perspective. For the first and third involves mental challenges while the second one appears to be more physical. I also feels that these three storyboards may not be able to share the same theme.
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Room theme, Life as a bug: engaging and interesting? identifiable with target users?
Client 1:
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To be honest, the theme isn't my favorite. I think you did very well with coming up with accessible concepts, but my concern is that it gears very young - younger than the low end of our 15 - 35 range. The Flower Power game is probably your strongest concept, followed by the spider web, but I do think that the Hide! game is a bit outside of the target age range.
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Client 2:
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I wouldn't have thought this was the best theme, but your ideas were great and have convinced me this could be a cool one!
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Reviewer 3:
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I really like the idea and think it has a lot of potential! Having players be relatively tiny compared to the size of the props is really cool, and there is a lot of room to play with in terms of props and decoration. I think the rooms that were a bit more specific towards a certain type of bug were very successful, especially the spiderweb one. I like that the third room was trying to do that with the 'flight of the bumblebee', and I think that there's a lot of room to be explored in terms of bees: maybe a room could be themed like a hive/honeycomb since there's lots of interesting stuff there. Overall, I like what was done with the theme and think there's a lot of potential for more idea development.
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Reviewer 4:
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I believe the first and the third one appear more engaging and afford interesting to me. There's no issues for age 15 through 35 users playing these three games because no prerequisite knowledge and users can learn from previous attempts in order to recognize the trick of games.
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