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User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Garrison Snyder

Garrison Snyder
team mango
[review]

 Airplane Malfunction Asteroid Belt Mining Mars Lander storyboard design/website Aerospace
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 Airplane Malfunction storyboard

Client 1:

This could be fun - it could make people feel like they're pulling off a movie stunt. I like that people have to figure out the wiring while bouncing around on the wing. I also like that you've already considered both how the wing will move (hydraulics) and how the game will switch for the next group. You would have to find some way to make sure that people don't hurt themselves falling off the wing, though. I could easily see someone hitting their chin on the way down or something.

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Client 2:

I think this idea is awesome! I really like the wing idea, and making it the "balance beam" the group has to work on. I think it's fun and creative. I especially like the contrast of ENTERING the room through the EXIT door to the plane. I think that's great.

The actual wiring game would be fun, but I would think about how you could get more people involved. Can you have gameplay that makes the whole group get involved? Maybe get them to crowd out on the end of the room where there isn't enough room to easily all stand. Even without moving the wing, which would be technically challenging, I think you could make this a fun physical "balance beam" physical challenge. You could even make it harder by adding "no step here" sections of the wing.

I also love the wind effect. It'is super cheap, reliable, safe, and very effective as creating "chaos"

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Reviewer 3:

Great combination of physical challenge and mental exercise.

Would be neat if moving ground was projected on the floor to further encourage visual distraction.

How do you envision the team attempting the challenge together? Does each player repeat the challenge, or do they have individual panels?

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Reviewer 4:

I am a huge fan of this idea. It does a good job of incorporating the physical aspect that 5wits is looking for, and the goal of the escape room is clear while still being difficult to accomplish. It seems like it would be fairly easy to self-reset, and would make for a cool environment in the room. The one concern is the safety aspect (wouldn't want anyone falling on their heads!) but this could be mitigated by putting foam on the floor or something similar. Overall, I think there is a lot of potential in this idea!

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Innovativeness and potential of Asteroid Belt Mining storyboard

Client 1:

I like the combination of hitting certain spots while trying not to hit the floor. We wouldn't be able to use a glove, because someone would definitely walk off with it (whether accidentally or intentionally). However, we could place sensors in the ore that know when they're touched... think about what sensors could work for that. (Also, I'm guessing you can't collect the same ore twice, so make sure they players wouldn't be able to just touch one rock over and over.)

The room would probably have to be a little wider than you've drawn it, to that multiple players would have the opportunity to collect ore, instead of just the first player touching all the sensors.

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Client 2:

This seems like a pretty simple but fun "lily pad hop" type game. Without using special gloves or equipment, is there a different objective that might be a little more engaging?

I like the combo of climbing on the walls, and then traveling on stones over to a different wall.

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Reviewer 3:

Great physical component.

Is there possibility to make it progressively more difficult? Perhaps by highlighting different "ores" depending on the skill of the user?

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Reviewer 4:

Another cool way to incorporate physical activity into an escape room, and an innovative one at that. It might be tough for the users to realize what exactly they need to do at the beginning, so it would help for there to be some sort of explanation at the begging (be it a voiceover or what have you). I also like how this game could be made applicable to many different themes, but also integrates really well into the space theme you have chosen for it. If difficulties such a self-resetting (how to get the gloves back to the beginning of the room) are fleshed out well, this room has the potential to be really exciting and challenging!

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Innovativeness and potential of Mars Lander storyboard

Client 1:

Doesn't really make sense to use random symbols in a game about a human creation in space. If it was an alien ship it would make sense, but not for a human vehicle. I like that there are two layers to the game, opening and preparing for liftoff. You'd have to make sure the pod would reset itself for the next group.

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Client 2:

I like the mars lander setting. I think that's both familiar (apollo missions) but also futuristic (mars, obviously).

The tools idea might be tricky to reset. Think about how the group would leave the room, and how that is as a starting condition for the next group right behind.

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Reviewer 3:

The search/clue engagement looks strong.

Great opportunity to incorporate a number of mental challenges and engage the team all at the same time

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Reviewer 4:

This idea is really exciting. The progression seems well fleshed out and is different from any escape room challenge I have ever heard of. I could really see this as something that could be used at 5Wits because it is exciting, innovative, and repeatable. however, I am curious about what the failure modes/actual escape would be. How would the player know whether or not they have passed the mission? And further, how would the player be able to physically "escape the room" after launching the Mars lander? If these details are worked out, the potential of this idea is exciting.

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Storyboard design and website presentation and execution

Client 1:

Easy to navigate, typed text (although it could be a little bigger), and titled storyboards! Yay! Also, the text really helps explain what is going on in the pictures.

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Client 2:

Very nice! Clear, and detailed where necessary. I didn't know at first to click the thumbnails up top, but figured it out after a few seconds. I like the sketched and the right amount of text. Maybe a little bit of color could help highlight some elements of the games.

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Reviewer 3:

Great layout and visual clarity to the website. For some of the storyboards perhaps an additional frame or two would have been great for further communicating the idea/concept.

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Reviewer 4:

The website is clean, well-done and straightforward, but it wouldn't hurt to label the thumbnails at the top of the page so that it is more clear how to navigate between pages. Generally, the drawings were well done but could be enhanced with perspective shading and the use of grayscale markers and color.

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

Client 1:

I think Airplane would work (although you'd have to be careful not to remind people of 9/11), and I think Space would work, but I don't think Aerospace would work. I believe - and you could test this - that only engineers consider "Aerospace" to be a single thing. Most laymen separate the sky and space in their heads.

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Client 2:

Yeah! People love this stuff. It's hard to make things look expensive (like a spaceship/plane" without actually making them expensive, but I think the theme is fun and intuitive and people would like it.

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Reviewer 3:

Yes. The theme is universally engaging.

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Reviewer 4:

I am a big fan of the aerospace theme, since there are so many different applications--it can be fantasy- or reality-based, related to space travel or airplanes, and catered to many different age groups. There are a ton of possibilities that can come out of this theme, and it will be exciting to see what else comes of it!

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