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User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Kevin Schell

Kevin Schell
the great s cape
[review]

 Control Rod Crisis Coolant Calamity Meltdown Mystery storyboard design/website Meltdown Mayhem
Average Rating
 
Client 1:
Client 2:
Client 3:
Reviewer 4:
Reviewer 5:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Innovativeness and potential of Control Rod Crisis storyboard

Client 1:

I love this game! I think it's a fun dexterity challenge. I like the theme too. It explains why you have to be separated from the rods.

Think about how it might reset. My guess is something would rise up and lift them out of the holes. There would need to be enough of a jolt to send them everywhere!

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Client 2:

This looks like it could be a fantastic game! Really inventive and interesting. (We may have to un-Russian-ize it, though. A little too on the nose.)

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Client 3:

This is a fun idea! I especially like how it gives everybody in the room something to do.

I think it would be cool if their were a wall or barrier of some sort blocking the people controlling the crane's line of sight so they had to completely rely on another person to accomplish the task.

Technically, I think the biggest thing to figure out is the reset, but I think a spring loaded mechanism of some sort could shoot the cores out--might also be a really cool effect to have happen when the guests enter the room.

This is a great idea overall. I think you should keep developing it, I could easily see it incorporated into OpenWorld.

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Reviewer 4:

I really like the way you narrate the story, its helps me to imagine myself walking through the room, thinking these thoughts. I really like the descriptive words you use such as sickly and eerie, its helps me imagine that I am in the room myself. I think that this idea has a lot of potential and is very clever. I like that it involves both some puzzle solving and also a lot of hands on activity, in turning the knobs. I like the use of color and think that everything going to red and steam leaking out would help increase the sense of panic and urgency. I am a little confused by what the Russian/ English voice is saying. Are they giving instructions on what to do or saying that everything is going to blow up? This could be a little more clear. I think that idea is really clear and take the whole crane game to a new exciting and life or death kind of situation.The game also has a clear start and stop time, so it is clear when you win or loose I think one thing to think about is how the game will reset, maybe by being shot out after completion and how the ending is if a group looses. I think it is challenging enough so that only 25% of the time people succeed and playing with how much time they get could change this. Overall I think this is a very good idea and one that has a lot of potential moving forward.

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Reviewer 5:

I think this is a fantastic storyboard. The idea and concepts are very innovative, and they are designed such that I'm drawn in throughout the slides. There is a story and visual imagery created in the short time frame of the storyboard. The task requires a combination of ingenuity, intellectual aptitude, and quick thinking to appeal to multiple audiences.

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Innovativeness and potential of Coolant Calamity storyboard

Client 1:

This game looks like lots of fun. I like the gameplay and the challenge.

I have 2 concerns:

Water: Often very hard to work with reliably and causes problem. Can you fake it? With Air? or Light?

The small pieces: Think about reset and how having small pieces might make that difficult.

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Client 2:

We have only one hard-clad rule at 5 Wits... 'No water.' Our 20,000 leagues set suffers greatly because of using liquid in its design. We have had to replace several games wholesale because of it. So, we try to avoid it whenever possible. But the game itself looks really creative and inventive! I wonder if you could do the same thing with air and light?

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Client 3:

This is really creative. I like the pipe assembly game, but the water bucket is a unique addition that I think really sets this apart.

My only issue is that pretty much anything with water is an automatic 'no' at 5Wits--we've had some issues in the past. I think you need to find a way to use this same concept, but find a way to make it work without using actual water.

Nice work!

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Reviewer 4:

Again I really like the language used in the storyboard to help me visualize what is going on. I think that this is another very good idea and like that it is a puzzle but one solved using physical actions. I also like that there is a change in temperature in the room, this helps to increase the sense of urgency and is a different kind sensory experience beyond just seeing different colors and hearing different sounds. I am wondering how you would do the water in this case and how the people would fit pipes into each other with rushing water coming out. Would this get them too wet? Also I was confused by what was meant by "Unit 2 appears to be intact." I think that the overall story of this theme is very good but it could be more clear as to what the overarching story is. Lastly I think having the one "keen" world hopper pouring water to help halt the rise in temp is very clever. This helps increase the difficulty as some would not think to do this and may need multiple tries to come up with it.

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Reviewer 5:

I love the Coolant Calamity storyboard design. The concept ties in very well with the previous storyboard and the skill requirements to complete the challenge are quite variable. Moreover, similar to the previous one, the temperature scale used on the wall will enforce added pressure and motivation for the users.

The one critique I would suggest to consider is how easy it will be to make this room reset. This especially goes towards the water, as I would be a bit cautious as to how that can reset itself. However, perhaps this could be avoided by having a drainage system in the ground.

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Innovativeness and potential of Meltdown Mystery storyboard

Client 1:

I like the gathering of clues to solve a puzzle. Maybe you could add a little more interactivity to the experience. Right now, it seems like it's just a room with clues in it. Let's make it do something!

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Client 2:

Interesting! Clues that attach to a meta-story is something we've thought about and we're currently discussing.

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Client 3:

This is a pretty cool idea for combining different themes! I really like the idea of an OpenWorld villian who goes by many names. That's a really cool idea. I think a little more work is needed on refining this idea. It's definitely a much bigger task than an entire room, but a really neat idea.

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Reviewer 4:

I think that this is a good concept and idea for an overworked theme but think as a single room it doesn't offer as much challenge as the other rooms. It is a little confusing where they are getting the information on Rodion Orlov from, is it the voiceover lady or is it on the painting they see or is that a movie screen? Like I said, I think that the idea of having an overarching theme for the whole word is cool, I'm just not sure if it fits in the idea of this world. As a stand alone room this one doesn't seem to offer much challenge or reward at the end, at least not as much as the other rooms you made. I think that thinking more about how this room would be as an independent game may help to solidify its play and challenge. Again I like the idea of having it an overarching theme and having it send you to the next place as it make the person want to keep playing to eventually catch the person. It does take a little freedom away from the user as they must follow this storyline now.

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Reviewer 5:

I like this storyboard since it requires a lot of mental stimulation. The voiceover in the background also creates a great team dynamic for each group.

The main part I am confused by in this storyboard is what is the end game? It seems that the users in the example are unable to determine where Rodion Orlov has traveled to. Is it even possible in this game? I think making the end solution a bit more tangible and feasible could be helpful, from the user's perspective.

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Storyboard design and website presentation and execution

Client 1:

Very nice! good sketches. Good amount of text. Very well done.

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Client 2:

Great. Easy to understand, well written and legible. Your ideas for games work very well within an actual space and I can easily see how they would be built and interacted with by guests. Good job!

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Client 3:

The site is well set up and the storyboard drawings are high quality.

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Reviewer 4:

I really like your website and think the way it is laid out is is quite clear. I like how on the home page you see the title of the theme and then are posed with a question, can you prevent a nuclear disaster? I think just posing this question helps me get a sense of what is going to be presented as well as set up one for the experience. I also think the gallery like layout of 3 windows with an image of each room is a clear way to show a layout how one simply click to enter each room. I also really like how the thumbnail is a image of a slightly ajar door and is almost inviting one into the experiences. I believe this is quite innovative. One thing I do wish is that you could click on the text and also be brought the the experience page.

When going into the individual pages the layout of the most part is very clear. It is easy to read the text and see the pictures and to discern what is going on. I think something that is confusing are the picture tabs on the top. After clicking them a few times I figured out where each led to but it wasn't super clear that the first one took you to the homepage. Maybe labels would help here. I also think having "Meltdown Mayhem" and different color than "Control Rod Crisis" would help distinguish them and make it easier to tell them apart.

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Reviewer 5:

Overall, I think the storyboard design is great - it's intuitive, clean, and efficient. The only (very minor) critique I would have is regarding the smaller screenshots / clickable links that appear at the top once you click on an individual storyboard. Looking at the links, sometimes they go to the main screen rather than the storyboard itself. But overall, I really like the design and presentation of Kevin's website.

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

Client 1:

I think it's a fun one. It feels urgent and gives lots of opportunity to save the day. Nice job!

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Client 2:

We're working on a nuclear theme as we speak! Just a little more 'farce' and a little less Chernobyl. ;)

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Client 3:

Absolutely. Meltdown Mayhem seems like a great theme overall. The theming and set design could work really well with these games.

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Reviewer 4:

I think that this theme offers a lot and is very engaging. I think that it offers a lot of unique play experience and challenges people in activities that are both physical and mental. It also gives them a sense of urgency to complete the tasks and a good sense of reward and saving everyone from destruction type of satisfaction. I also think that it fits the audience very well. It makes the person seem like they are spies trying to stop some type of Cold War ruskin plot. This theme is very analogous to many movies and books and can be very relatable. It offers these types of players the chance to be like the characters in these. It also is not super simple and requires more skill and dexterity than would be possible for younger kids and thus fits better with older audiences. I like the theme and think it offers a lot in terms of different types of play and is a good way to immerse those playing in the experience.

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Reviewer 5:

I think Meltdown Mayhem will be engaging and provide terrific experiences for target users 15-35 years old. Some people might be quite challenged and require multiple attempts in order to complete the room, but I think the objectives and storylines will motivate them to keep trying.

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