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User Experience Storyboard Reviews
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Fiona Grant
scribbles n bits
[review]

 Alien Espionage Tumble Through Time Stranded in Space storyboard design/website SciFi
Average Rating
 
Client 1:
Client 2:
Reviewer 3:
Reviewer 4:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Innovativeness and potential of Alien Espionage storyboard

Client 1:

This is a interesting combination of a hunting/finding game and a physical challenge.

An added challenge might require climbing partially up the already revealed climbing holds to find more clues.

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Client 2:

I like this a lot. It's nicely collaborative and encourages players to move around the space, which is great. I also like that it's easy to scale the difficulty (shorten the time, increase the number of flashing symbols). I would think about how to grade users on the three-star scale (maybe there could be a super secret button that is only revealed for a few seconds per round that you have to press to get three stars?)

I think you have a complete concept here without worrying about users climbing up to the exit button. If you are tied to the idea of climbing, I would make some of the buttons high up and hard to reach so that you have to climb on the console/room props to even see them.

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Reviewer 3:

I liked the idea of Alien Espionage storyboard. It engages most of the group members in a hands-on experience at the same time. The storyboard immerses the group in mental and physical challenges through the game.

I have just one comment:

It would be nice to provide a little of the background on page 1 where the game begins. For example, players are trying to infiltrate the alien ship for a specific mission.

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Reviewer 4:

I like the Alien Espionage a lot. There is a great element of mental curiosity that will be bestowed upon the users, with an added element of creativity needed to solve the room in time. Plus, I think users will enjoy the physical element of climbing to the escape button. The best part is that users can allocate roles accordingly, so players of various sizes and strengths can participate.

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Innovativeness and potential of Tumble Through Time storyboard

Client 1:

This seems like a really fun game. Trying to beat the clock is a great way to get people engaged, and combining relatively simple mental and physical tasks to make a complex task is a good touch.

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Client 2:

Wow, there's a lot going on here! I think that it's a cool sci-fi concept (who doesn't love time travel?) but I'm concerned that it's not really feasible. You're talking about self-contained media devices (the little orbs) that will have to be powered somehow, and survive dropping to the floor dozens of times a day.

Perhaps there's another way to incorporate time travel into this room. Maybe you have to navigate to the time that the ship was supposed to be in before it got lost by pressing the appropriate symbols on the board, and you hint at the solution via the audio cue in the beginning. Just spitballing - I'm sure you can improve on this!

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Reviewer 3:

The idea of tumbling through time is innovative and novel. The group is inside a time machine and they have to solve a puzzle related to time within specific - the game theme is consistent and tied to the time theme throughout.

I have one comment: I got a bit confused when I read page 4 "Puzzle to solve" which says portals have to be placed correctly to unlock the door and the drawing shows a small screen where clues are displayed. But in subsequent pages, the clues are shown in the spheres from where the glass orbs bounced off. If the screen display on page 4 is depicting a video being played and telling players what do they want to do next, then I guess drawing a continuous face would communicate the idea better.

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Reviewer 4:

Overall, I like this storyboard a lot. I think there is a lot of creativity and innovation with it, especially regarding the use of the clues and portals in time. There is enough physical exertion to satisfy many players, and the goal objective will be quite clear to the users.

The one concern I have is how to reset the room if the players can't place all of the pieces in time. Do they need to put them all back themselves before leaving the room? Or maybe there are vents in the floor that shoot the balls back to the front portal?

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Innovativeness and potential of Stranded in Space storyboard

Client 1:

This game might be improved by using multiple paths and stepping-stones that are only lit one or two stones ahead. You might discover half-way through your path that you can't quite do the next jump, and have start over to select an easier path.

A good game as described though.

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Client 2:

This is my favorite of your three concepts. I love the idea of the pods that dissolve after a few seconds - it makes me think of classic platformers where you jump between bricks that fall away as soon as you land on them. Think about how this might work with multiple players. Do the pods reappear after a few seconds as well? I also like the door gag, although I'm not sure how feasible it is to engineer a door that will not hurt visitors if it closes on them! A laser door with optical sensors could be a nicely themed alternative.

One thing to consider is how you are going to reset the fuel rods after a group brings them to the other side of the room. I actually think you could do away with the fuel rods entirely and just make this about crossing the room and getting through the door. If you need the fuel rods for plot purposes (just a way to motivate the group, maybe), then I would make it about getting across the room to fix the fuel rods before they overheat, rather than carrying props with you as you navigate the room. Then the fuel rods can be stationary and mounted in the wall so we can reset them with pneumatics or some other show-controlled mechanism.

I hope this concept goes forward, I'm interested in seeing how you will develop it.

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Reviewer 3:

Stranded in space due to asteroid collision is a good idea. Again, engages most of the group members in a hands-on experience at the same time.

My comment: It's a bit difficult to understand page 3 of the storyboard "leave none behind." It says only emergency transport pods are available and if any life form is left behind, all remaining life forms will be transported back to this stage to contain oxygen. It might be a better idea to describe what these transport pods are and how critical are they to reach to the engine room.

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Reviewer 4:

I think Stranded in Space is very well done. I especially love the physicality element of the storyboard. It requires the users to collaborate and all be involved in order to finish the objective on time. I think the spacing between the pods will have to be chosen carefully in order to allow users with shorter legs to accomplish the mission, but that is a minor concern.

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Storyboard design and website presentation and execution

Client 1:

The website was a little difficult to navigate, but the drawings were clear and the concepts were communicated well.

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Client 2:

I appreciate the effort that went into putting each panel on its own page. My personal preference is to view all of the panels at once, so I also like that you included the full-page scan at the end.

I think your ideas came across very clearly. Well done.

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Reviewer 3:

Storyboard design is clear, concise, easy to read, and does a good job of communicating the content. The website design is also good - making use of white background color immediately focuses reader's attention on the main content of the website. The website is free of errors/bugs, well organized and very easy to navigate.

One potential improvement could be made to the website design by using a larger font and bold font style for the title of each storyboard so that the reader can easily read the title.

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Reviewer 4:

I think the storyboard design and presentation are both fantastic. I was a bit confused at first since the full storyboards show the space for text but don't have any. However, after clicking through each individual panel, I could then see how they fit together. The writing is clear, simple, and well explained.

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Room theme, SciFi: engaging and interesting? identifiable with target users?

Client 1:

Yes, SciFi is a widely accessible theme with tons of play experiences built in.

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Client 2:

Sci Fi is a pretty broadly accessible concept. I don't think you have to worry about alienating anyone (haaaa...couldn't resist) or anyone not getting it.

As I mentioned above, I think your best concept is Stranded in Space. I think what makes it stand out from the others is that it is a nice, self-contained concept that is going to be easy for groups to grasp, but difficult for them to execute.

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Reviewer 3:

The overall theme of the SciFi room seems engaging and will provide the user with an interesting experience. My personal favorite is Tumbling through time. Target users will be able to identify the theme as it is based on Alein, space and time travel. Students and millennials would be very well aware of these SciFi themes.

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Reviewer 4:

I think the overall theme of SciFi fits very well. Fiona did a great job of getting her storyboards across to the broad audience while including challenges requiring various skill sets and team-building exercises.

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