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Reviews for Fano Razafindrakoto
Innovativeness and potential of The Mega Computer storyboard
Client 1:
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This is definitely a very accessible game! Cybersecurity is a relatable topic these days. I like the floor-sized keyboard - you could make some fun Easter eggs with that. I think that since there is little to no mystery in the game (it's immediately obvious what to do) and not a whole lot of strength/dexterity (it doesn't take much athleticism to step on the keys) you can get away with making the password more obscure. I would even consider prompting for a username *and* the password, and hiding the username in another "traditional" place. My one concern about this game is its replayability. If you can figure out a way to change the password hint, that would make the room more replayable, so you would solve a different anagram each time. If this concept goes forward, I would also consider how you would rate a group to assign star levels. At the moment it's pretty binary, but I could see a version of this where you solve a number of security questions to get a higher score.
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Client 2:
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This looks like a fun activity. A dexterity element could be added by scrunching the keys together and using a password with distant keys. Jumping on/off the keyboard and to and from keys without stepping incorrectly could be pretty difficult. Wear patterns are a great way to indicate the correct keys, especially as increased use makes the game more playable, not less.
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Reviewer 3:
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This story board is very creative and fun! I love having the compute be so large that the players seem small. It also seems like a great level of difficulty for a first room. My only recommendation would be to find a way to get everyone in a group involved, maybe all of the buttons have to be pressed at once for the door to open?
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Reviewer 4:
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"The Mega Computer" is creative and fun in that it transports the players into a world where computers are gigantic and people are ant-sized. I like the 2 layers of challenge--having to decipher the giant post-it note and step on the correct keys. These challenges can be completed within the timeframe of a game. Both elements require teamwork, which is great for a team of 3-5 people. There is good visual feedback too in the form of characters being typed on the large computer screen and the drive lighting up. Something to consider is whether the players would be confused to see "Hardware Malfunction" pop up on the computer screen after they successfully log in. Also, it would be cool if the password provided a hint to the next room.
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Innovativeness and potential of The Electronic Puzzle storyboard
Client 1:
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I like the test-the-component mechanic a lot. I think it's just enough of a complication in what's essentially a matching game to make it interesting and to promote discussion between players. I am curious about how you plan to handle resetting the room. Even if you have multiple solution states (which is a good idea), if a group leaves any row completed, the next group to come in might auto-fail due to the blocks starting off in the wrong configuration. You could potentially solve that by only starting the game when all rows are incomplete, but that's a bit of a hack - I'm sure you can come up with a better solution.
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Client 2:
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This idea seems quite achievable, but less exciting than stomping on a keyboard. The circuit board pattern on the would indicate the context nicely without being difficult to fabricate or visually overwhelming. This seems like a good level of "mystery", while still being simple enough for most groups to eventually figure out. Have you considered component alignment as another complicating factor? This could be designed away with shape-indexed components, or exploited if the game needs another level of difficulty. How would this sort of challenge self-reset? A-B states, or an ejection mechanism?
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Reviewer 3:
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This seems like a great group activity, very creative and sticks well to your theme. As an additional step it would be good to think about how the game will reset itself, you could have one group set it up one way and the next group that comes in has to set it up a different way, instead of need in the electrical components to be out of the slots to begin with.
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Reviewer 4:
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"The Electronic Puzzle" is a visually immersive room with large circuit boards. Upon seeing the electronic components on the floor, it is quite intuitive for the players to see that they need to arrange them in a particular fashion. The "blow ups" serve as a great, exciting visual cue for players to know that they misplaced certain components. From the storyboard, it is not clear how the components should go together. Do the wires have to connect based on the color? Is there a mathematical component to the pieces and the slots? Also, how can the room reset automatically? If the large pieces on the floor pop up automatically once the players exit the room, significant force may be required to adequately shuffle the pieces so that they are not all near their respective slots. Overall, this is a cool concept with a single challenge that could be tremendous fun if the components are designed with a mind-boggling puzzle!
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Innovativeness and potential of Charge the Blocks storyboard
Client 1:
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I like the concept, but I'm a little unclear on the execution. After each brick is powered, how do players control the fans to cool them? I would also consider how you might make this concept more replayable, since I think it has just one available solution at the moment.
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Client 2:
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The optimal strategy for this game seems unclear, and it would be fun to interact with the underlying "heating" algorithm to figure this out. The activity itself seems less physically engaging than moving large components. The number of cords on the floor may push the confusion too high for most groups to enjoy.
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Reviewer 3:
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This is another great storyboard that fits well with the theme. i think the time aspect makes it more challenging as well as optimizing when fans can be plugged in. Again it would be good to consider how to reset the game. Color coding could be used instead of shapes and then the lights of the plugs could change before the next people enter the room.
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Reviewer 4:
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"Charge the Blocks" has tremendous potential because multiple players are engaged at all times, there are two challenges (matching the plugs and socket and cooling the time bricks), and there are clear visual cues to let the player know that time is running out and they need to cool the bricks. To design the challenge at the right difficulty level, it will be important to make it so that the wire plugs and sockets are slightly challenging to match up (i.e., not just matching a triangle to a triangle), the timer should not be too long or too short, and the fan plug could be just close enough and perhaps too far for some of the wires, requiring a workaround. It may help the players understand that they need to "cool" the bricks by placing a fan in the room as opposed to just a plug labelled "fan plug." This room seems easily resettable by having the wires extract automatically back into the walls. This is a great concept!
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Storyboard design and website presentation and execution
Client 1:
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Your storyboard designs are some of the best I've seen so far. They are visually very clear and your captions are descriptive without being excessively wordy. I like that when you show a close-up of a component, it's done after you show the same component in the context of the room, so it's easy to relate to the overall concept. Well done!
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Client 2:
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The ideas here were clearly articulated and visually understandable at a glance. Well done.
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Reviewer 3:
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The drawings are very well executed as well as the captions of the storyboard. I believe that I understood what was going on for each game. My only improvement would be to have a table of contents for the website.
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Reviewer 4:
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The website is laid out simply and clearly with the bold title "Fano's Storyboards" at the very top. It would be helpful to tie all 3 storyboards together with a labeled theme as well (e.g., Computers and Circuits). When the computer screen is set at 100%, all three columns show up on the page, which is helpful to the viewer. The panels also open nicely on a mobile device. I like how you incorporated the players' thought process to tell the story of the user's experience in the rooms. I also liked how you added an element of color in all the panels and tried to show the layout and aesthetics of each room in a visually clear way--nice work! It would be nice to click through the stories (i.e., have each story on a separate page). I appreciate that the descriptions are legible and clear. This is minor, but to make the storyboards more professional, they can be cleaned up a little (e.g., there are several cross-outs in "Inside the Computer", the descriptions overflow outside the box in some areas, and the sub-title boxes can be removed since they are not used). Overall, it is a coherent site and has a smooth scrolling experience.
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Room theme, Inside the Computer: engaging and interesting? identifiable with target users?
Client 1:
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I think this concept has potential. It's definitely relatable, although it might not age well. Of your three concepts, I like the password entry activity the most. I think if you make it slightly more difficult and figure out a solution to make it more replayable, it could be a solid Open World room.
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Client 2:
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This theme may scale towards the older end of the target user spectrum, as many of components depicted are from an earlier era of computing. Everybody has seen a circuit board before though, and the general concept should be fairly evident to all.
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Reviewer 3:
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I think the concept is great, very creative and engaging! With more refinement it would make great rooms for 5 wits that a group of the target audience could play. My only suggestion would be to find a way to make it more physical. Maybe group members would have to climb up something to reach some plugs.
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Reviewer 4:
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Overall, the room theme "Inside the Computer" is truly creative. I love the idea of entering into the hardware of the computer and fixing different components. It is a fun way of transforming oneself in this world where the computer is larger than life, and we are diminutive ants trying to fix the computer. This theme is appealing to the target users across the ages 15 through 35 as they all use computers and understand the frustration of hardware malfunctioning.
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