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Reviews for Megan Thai
Innovativeness and potential of Overhead Compartment storyboard
Client 1:
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Interesting! I feel like this game has been given a complicated skin with the addition of the airplane. I would avoid any references to plane crashes or anything of that sort (like the smoke from the cockpit.) This is a sensitive subject for many people.
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Client 2:
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There seems to be a lot of ideas here. Pick your one strongest and go for it. Personally, I like the luggage sort. I see each side of the isle being a different puzzle (which would make the room self resetting).
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Reviewer 3:
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While I believe that the overall concept has potential, I feel that the current implementation lacks a reason driving the players to complete the first task. Much of the fun of these room comes from the solving of the puzzle, but also the potential to lose. I believe some sort of more evident failure criteria might help to increase the stakes for the players. The actual activity of sort luggage itself is not necessarily 'high-stakes' and it may help to have another layer on the experience which makes sort luggage by size a bit more innovative and engaging. I really like the idea of the players having to enter the cockpit filled with smoke, however I'm not sure how intuitive it is to turn off the fire alarm, as opposed to stopping the source of the smoke.
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Reviewer 4:
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This may simply be because of the drawing but in "Luggage Sort", there shows that there are two bags going into one compartment. Was this intentional? If it is, will there be any way to ensure that numbers are not put in reverse order? For example if 5 and 2 go into the compartment, how does one ensure it's "25" and not "52"? I do like the concept to have the suitcases display the code for the door. I'm not entirely sure if the cockpit portion is entirely necessary. It may be interesting to have the secret button within the first room. Perhaps a break in case of emergency box. It wouldn't be too obvious but it has to be pressed as well for the door to open.
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Innovativeness and potential of Oxygen Mask storyboard
Client 1:
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This seems to be a nightmare for a lot of people with a fear of flying, and I'm not sure would be really suitable for a game. Also, how would it reset? We can't guarantee that guests will put everything back. Trust me, even if you ask nicely, they won't.
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Client 2:
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This game would have to be done in a robust way. There are some technical challenges to make this game be sturdy enough to endure the stress that our guests inflict.
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Reviewer 3:
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I felt that the idea of the room's challenge was not immediately engaging. The players are seated in place for the entire experience and much of the puzzle is also relatively static. I also feel that the need to 'help' the mannequin and turn off the attendant call button are not very intuitive. The idea of a cabin depressurization has a lot of potential for tension and action. I think you could incorporate more into this situation to make it more dynamic and the puzzles more innovative.
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Reviewer 4:
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One thing to consider is do you want to create a room in which you tell the person what to do or do you want them to guess for themselves? This is just a general comment as some people may prefer one over the other. It may not be entirely clear that masks have to be put away in numerical order. Is there a way to verify if a mask was stored at an appropriate time? I do like the puzzle aspect, however, and the challenge that comes with having two numbers that are the same but aren't necessarily next to each other.
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Innovativeness and potential of Snakes storyboard
Client 1:
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This one seems fun! Switching seats without touching the ground. I wonder if you could do this on a train (or subway) instead of a plane. Namely because planes have round geometry that will be hard to do convincingly in a square space.
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Client 2:
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Interesting idea. Sounds like fun! Projecting on the floor may be challenging if we are trying to project under the seats.
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Reviewer 3:
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I like the initial setup of a very benign situation, sitting on a plane, mixed with the introduction of the snakes which then elevate the tension and provide good context for a physical and puzzle challenge. You may need to contextualize the need to move seats int he game. Most people would more likely like to leave the plane then switch seats, if the floor is full of snakes. I would just worry a bit about using snakes, as some people are extremely afraid of snakes. I think the idea is very innovative and has a lot of potential.
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Reviewer 4:
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I like the snake aspect and it can be very cool. There should be some way to indicate that a seat change is necessary. With the attention going to the snakes, some may not realize that such a number change occurred. Perhaps make them blinking? As for obstacles it could be interested to try to incorporate obstacles that require people to work together. Mainly because the games seems fairly independent right now. The "key" to open the door is a very nice touch.
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Storyboard design and website presentation and execution
Client 1:
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Writing was hard to read in some instances. I would recommend to type out descriptions in the future.
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Client 2:
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Small detail, but there was no way to switch from storyboard to storyboard except to hit the back button.
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Reviewer 3:
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I like the simply and understandable layout and structure of the website. The home page has a fair amount of empty space which could have potentially been used to make the pictures a tiny bit larger. The interface is intuitive, however I think that some way of navigating back to the home screen from each of the secondary pages would have been helpful.
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Reviewer 4:
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The website is well done. Perhaps the storyboards could be a bit bigger. Even after clicking on the thumbnail they required a bit of zooming. The storyboards were well done. The objective of each room was clear and there was a nice flow between the panels.
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Room theme, Airplanes: engaging and interesting? identifiable with target users?
Client 1:
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I'm not sure airplanes are a great setting, as they present difficult geometry to replicate convincingly, and might be touchy subjects for some people.
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Client 2:
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Airplane could be a really great theme if the game closely integrate with the theme (as you have done). Installing anything in the floor is always hard, so there are some concerns there.
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Reviewer 3:
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I believe that the theme of Airplanes is identifiable, and has a lot of potential for interesting challenges and experiences that people will be able to understand. I believe that the setup of an airplane give you a lot of room to play with people expectations as Airplanes are an environment with which most people are familiar.
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Reviewer 4:
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The Airplanes theme seems to be an interesting one. It provides an environment that is familiar to many people and provides a cool twist. It takes you to scenarios that you wouldn't want to encounter in real life and makes them fun. I think you can definitely explore more areas such as taking out snack carts or finding more uses for the seat belts.
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