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User Experience Storyboard Reviews
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Travis Libsack
spiro
[review]

 Help Heavy Careful storyboard design/website Hangin' In There: Rope Access Escape
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 Help storyboard

Client 1:

I have so many questions. What are the ropes piled in the corner used for, if the positioning ropes are already suspended where they need to be? How are you going to reset the game after the first group leaves, before the second group enters? Is there a way to get the ropes back in a pile in the corner? How are you going to uninstall the SOS beacon, and leave it in a place where the next group can get to it? What do you mean by aligning the beacon with the antenna? The text sounds like you're supposed to move the beacon, but the pictures show the people moving the antenna.

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Client 2:

Combining the physical challenges of ledge-balancing and coordinating rope pulling will be very difficult for groups, but also very fun.

Perhaps the beacon can already be hanging on ropes, rather than piled up? This eliminates reset but still requires the group to navigate the ledge to get to distant ropes.

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Reviewer 3:

The dramatic setting on top of buildings could make for a very fun and thrilling setting especially if you incorporate the wind gusts with fans and emphasize the drop below the players feet with some sort of projection on the floor to make it feel like they're really high up on a tall building.

It's unclear what the pile of ropes in the corner are for. Is it just a visual clue to guide the players to the set of instructions on the wall? Maybe the ropes have to be setup by the players so they can align the sos with the antenna.

It might be nice to incorporate more of a story to explain why the players have to align the sos with the antenna.

The combination of individual skill and team work will make for a really fun room as each player has to have a certain level of balance/dexterity while they are all communicating with each other to align the sos and antenna.

Placing weights at the ends of the positioning ropes could be a good way to automatically reset the ropes to an unaligned state.

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Reviewer 4:

I really like this idea because it is a unique them that blends together physical and puzzle challenges. I like that there are "plans" which make it obvious what the team needs to do to win the game. Finally, I really like that all of the team members are leveraged in the game. My suggestion is to consider how this room can be reset -- how will the rope, beacon, and plans get back to the corner of the roof?

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Innovativeness and potential of Heavy storyboard

Client 1:

I don't know what "3-1 routing of ropes" means, which means the average 15-35 year old probably won't either. Can people figure out how to do this without understanding that part of the diagram on the wall? Will the average person be able to figure it out after trial and error? How strong does the person moving the heavy group have to be? How do you teach the players that they have to reset the baskets? I like the idea of people pulling themselves along with pulleys, I just don't understand the execution you're going for.

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Client 2:

Allowing users to attach and detach ropes that actually bear guest weight might cause a safety concern. Perhaps leaving the ropes attached and just have guests take turns pulling each other across? That alone seems pretty fun, especially with time pressure.

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Reviewer 3:

Again, I would think about exaggerating the wind gusts and projection on the floor to really make the effect of being on a tall building dramatic.

The way you set up the game will reset the location of the baskets but you could incorporate a story to explain why they have to cross and then re-cross the gap. Something digital on the walls could be easily reset and force the players to cross in the first place.

This seems like mostly a physical challenge as they have to haul their teammates in the baskets back and forth. It would also be nice to leave the instructions vague enough so that its also a puzzle like the baskets have to be moved in the right order or different strings can be used to move the baskets even if not directly attached to them.

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Reviewer 4:

I like the physical aspect of this game as well as the sense of "risk" (even if there is not far to fall). This game also leverages all players, which is great. One challenge I envision is the complexity of set-up: the Open World rooms are meant to be modular and much more "light" than 5wits. This looks like a pretty complex machine, especially if a basket needs to hold two people. I would consider leveraging this concept but needing to send an object from one side to another.

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Innovativeness and potential of Careful storyboard

Client 1:

I have a lot of questions here as well. How are you going to sense whether the players are trying to use the stepping stones to move the stretcher, which they're not supposed to do? Are people supposed to strap themselves into harnesses? How are you going to make sure that nobody uses the harness wrong and ends up falling? How do the people in the harnesses get on top of the scaffolding? How do you reset the game for the next person? (Could the original point where the stretcher was be the next group's drop point, so they just have to bring it back to where it was?)

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Client 2:

I'm having difficulty fully understanding this idea. I think that removing the scafolding all together and simply having players carefully pass an object while balancing between stepping stones might be fun though! This could be made especially difficult if the object had to be passed through tight confines without touching, similar to the classic ring-over-wire type games.

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Reviewer 3:

How do the players know that moving the stretcher along the stepping stones is too much? Does the scaffolding restrict the movement or is there some other sort of feedback?

In terms of safety and liability, I'm guessing that relying on players to safely and correctly put on harnesses could be an issue although very fun. Can the two players mount the scaffolding via a ladder? Nets could be used to keep them from falling to the floor below.

A better story or explanation on why the players need to move the stretcher could better help guide them through the game.

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Reviewer 4:

This is a very creative idea. Again, I like the integration of team work into the game. However, I think that there are some challenges with implementing such a concept: How do you keep players safe (especially younger players) when climbing on scaffolding? It seems like you may need employees in the room helping with the safety harness. It will also be difficult to incentivize the team to put the parts back where they found them for the next team.

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Storyboard design and website presentation and execution

Client 1:

For the love of god and all that is holy, please type your explanatory text! Or at least make it bigger. I have to read a ton of these and it's exhausting. Also, I can usually tell what is going on in your pictures, but you skip a lot of important details between them and it's hard to figure out how you got from point A to point B.

Other than that, your site is easy to navigate.

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Client 2:

These storyboards take advantage of the fear of heights, but could use a little more details about the gameplay.

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Reviewer 3:

The website is easy to navigate through and go back and forth between storyboards. Im not sure how the background image relates to "Hangin' in There" and sometimes the formatting of the home mage gets messed up but we're not course 6. Something to indicate you can choose the initial three images to guide you to a storyboard might have made it initially faster to use.

Each stroyboard began with a really nice image of the entrance to set the stage/experience. Adding shading on the people was a nice way to add a bit of dimension and indicate which way the players are facing or where they are looking. The drawing could have been just a bit cleaner by using a straight edge to draw the rooms and erasing the pencil lines after having gone over them in pen. At time it was difficult to read the writing with the pencil and pen. The drawings were simple and clear in concept and focused on the relevant details to explain the story.

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Reviewer 4:

Though I am not a huge fan of the color scheme and font choices (ex. gold ropes & grey background), I do like that the background fits the theme of the storyboard. The website is easy to navigate.

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Room theme, Hangin' In There: Rope Access Escape: engaging and interesting? identifiable with target users?

Client 1:

I don't really get the theme... I like the idea of using ropes and pulley mechanics in a few rooms, but I don't think "ropes" is enough to tie the ideas together. And how does the stretcher fit in? Could use some more development to make the theme cohesive.

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Client 2:

Most users will have tried a climbing wall or ropes course at some point, and be able to connect that memory to this experience.

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Reviewer 3:

I think this theme has very good potential as it can be very dramatic and emphasized by certain elements like the wind, skyscraper projections and time limit. This theme isn't a time/place and if that is a requirement this could be incorporated very easily into a time/place theme.

Being in the air is thrilling for everyone of all age groups and if executed well this will be exciting for all age groups.

This felt very inspired by 2.009 yellow team's beacon!

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Reviewer 4:

Yes! I think it appeals to the sense of adventure and challenges the body and mind. In particular, I like the combination of ropes and buildings/roof. The other two storyboards are a little bit less relatable but I think they have potential.

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