
SUPERVISOR
Michael Carter-Arlt
SECOND READER
Geoffrey Lachapelle
TOOLS USED
Adobe Illustrator
Adobe After Effects
Figma
EyeJack (AR app)
TIMELINE
12 months
(Sept 2022 - Aug 2023)
Abstract
Amidst the pandemic, escape rooms were shifted to online platforms to ensure continued access. While the inclusion of digital elements facilitated collaborative problem-solving opportunities, it did not offer complete interactivity with the puzzles and clues in the escape room. This research investigates an innovative escape room variant that integrates immersive technologies, particularly augmented reality (AR), to enhance the player experience. The study aims to analyze the immersive aspects of escape rooms and examine the factors contributing to their widespread popularity. Through an examination of user engagement and puzzle interactions, a novel escape room paradigm is created, attuned to user preferences and dedicated to enhancing player engagement. Using the EyeJack AR mobile app, players will be able to access pivotal puzzles and cues to navigate the digital escape room. The goal is to yield an augmented escape room design, enabling players to synthesize with the narrative which fosters an immersive player journey.
Identifying the Problem
Escape rooms are typically enjoyed in-person, requiring a person to be physically present in the room.
The pandemic forced business owners to adapt their escape rooms into virtual environment to be accessible to all.
Although players are able to continue playing, the digital environment does not provide the same level of interactivity as it would during in-person experiences.
The Process
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Research players' experiences within the current market
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Select a theme and craft a story
Design the puzzles & clues for the escape room experience
Conduct user testing to identify areas for improvement
Incorporate user feedback into prototype
Research Motivations
Emotional Connection & Interactivity
When analyzing the past work conducting by various other researchers around the world, there are two important components which are considered whenever making an immersive experience. That is emotional connection and interactivity with the elements provided in the environment. This study is heavily motivated by the research findings of Micheala Buchtova and Anthony T Estreet who have used various forms of immersive technologies to create an empathetic experience for their audience. However, when comparing interactivity of users within a physical versus digital environments, Xue et. al. and Yang et. al. provide strong arguments which support the use of immersive tech to enhance the user experience. Additionally, Helbeing's study in 2022 served as inspiration to create this escape room as it follows a similar methodology to collect reaction data from players.
In-Person Escape Rooms
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Field research was conducted by visiting in-person and digital escape rooms.
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It was important to identify what make the in-person escape rooms so interactive and popular.
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These were the top 3 that provided inspiration.
Digital Escape Rooms
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Through digital escape rooms, I wanted to analyze further how to strategically incorporate puzzles and clues within a digital environment.


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Exploring Immersive Tools


After analyzing every pro and con for each type of immersive technology, I decided to proceed with EyeJack.
By using their robust image detection feature, I was able to create puzzles and clues which would be easily accessible to players through an iPad that would be provided for them.
Designing the Experience
The Theme & Story
Escape Room Theme: Space
Your friend, at the SpaceE Association, sends you an urgent message to meet up as she wants to share an astounding discovery she has made. When you arrive at her lab, it is in chaos, and she is nowhere to be found. All you see are scattered pieces of papers and an envelope with 3 mysterious cards addressed to your friend. Now you must decipher the clues, protect her research, and find her before it is too late!
Prompt for In-Person Experience
Alternate Story for Digital Experience
Your friend, at the SpaceE Association, goes missing after making an astounding discovery. You soon receive mail from your friend who has sent a letter and 3 mysterious cards in an envelope. External forces are in play and you now hold the key that could explain your friend’s disappearance. Now you must decipher the clues, protect her research, and find her before it is too late!
Envelope Contents
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User Journey Map

Debriefing the Players
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Providing a quick tutorial on using EyeJack.
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Only interacting with objects in the room that has the SpaceE Association logo.
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Having the players hold any object (i.e. planet cards, ID card, etc.) in front of the camera for at least 30 secs.
Final Prototype
Step 1: Unlocking the iPad


Using the clue provided in the sticky note, user gets the 4 digit code to unlock the phone which is then ready to use.



2 + 14 + 5
The number of dots denotes the digits of the passcode. Additionally the symbol of each planet on the top left corner helps with the order of the passcode.
Step 2: Scan ID Card
An ID card is provided to the players which they would scan with the iPad. The AR technology installed within the app would show the AR rendition of the ID card, revealing another clue.
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AR Rendition of ID Card
Step 3: Scanning the Planet Cards
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Static Planet Cards
The players are also provided with 2 cards that were previously used to unlock the iPad. Based on the clue retrieved from the ID card, players must scan the cards using the AR app to reveal the following planet renditions.

Mars AR Rendition

Neptune AR Rendition

Pluto AR Rendition
Step 4: Accessing the Portal
In the room there is a laptop that has a screen prompting users to enter a password which would unlock the laptop. Below is the Figma link that contains the website prototype for the scientist's account. In this prototype, the user can see a portal (see image below) after reviewing a series of messages left by the scientist.

Portal

AR Animation of the portal once accessed by the players
User Evaluation
Questions for Users​
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User Feedback
Based on the questions above, below information was accumulated.​
Participants found the experience to be enjoyable and easy to follow
45% found closure knowing the outcome of the scientist towards the end.
66% found the website component to be satisfying
Several found the AR transition of the static planets to having dynamic movements, satisfying
Users learned something new about the planets based on the clues provided
Many desired more puzzles to be included to extend their experience
Observational Research
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Groups with a room set up spent more times puzzles versus Groups without a set up (mimicking a digital environment) spent less time.
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The imagery on the mysterious yellow note was more helpful to the users than the acrostic message displayed on the other side of the note.
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Prototype #2 (symbol version of the planet card) posed difficulty for players as there were no clear indication of what to do with them.