2017
Report paper
Prototype
Video
Math, Data and Computing
Technology & Realization
Creativity & Aesthetics
Our escape room level, The Haunted Room, designed as part of the course DBSU10 (Technologies for Connectivity). The room was made with certain elements in mind . These elements cover the atmosphere surrounding the level, giving it its own identity, making it easier to relate to and making the players more involved into it. The level offers an overall feeling of mystery, which is also used to distract the player from the actual objects that he has to use. Through the use of multiple modules developed by our team and the others, the experience of solving the puzzles involves the player in various ways, such as scanning objects, using laser lights, paying attention to the speakers, using a printer for getting hints and ultimately entering the code to unlock the box and get the key to escape the room with.
In general the outcome of the challenge was good in my opinion. Despite having a bad demonstration of the level, the story and connections of the modules were good and the original concept was good. With this the learning process was definitely interesting and now at the end while reflecting I am seeing some ways the information during the course can be related to the ’’real’’ world and how it relates to design thinking. An example of an situation that occurred and I later found out how It relates to the ’’real’’ world is: The problem we had at the demonstration of our own level. The problem there might have been that a single module somehow interfered with another or the level controller was sending and receiving wrong information. Regardless of what actually went wrong, this can also be a situation in the world of communication. For example: Having to connected a device that was designed to work among other products of the same company , and connecting this with a product from another company. On paper it might work well but without testing this and discussion among each other it will fail. This example is very unspecific but for me it sketched a connection from our work to the ’’real’’ world.
As deliverable an video explaining the design was made