
Back
Back



The Escape Box
A project by: Ishita Chawla, Mikkel Pike, Vilde Tornes Finneide, Ingrid Malene Steinsland, Ole Høknes
In collaboration with: Deichman Bjørvika for “Skaperfestivalen”
Arkitektur- og designhøgskolen i Oslo
Autumn 2024 // Interaction design 1: Explore
Duration: 4 days
A project by: Ishita Chawla, Mikkel Pike, Vilde Tornes Finneide, Ingrid Malene Steinsland, Ole Høknes
In collaboration with: Deichman Bjørvika for “Skaperfestivalen”
Arkitektur- og designhøgskolen i Oslo
Autumn 2024 // Interaction design 1: Explore
Duration: 4 days
Storytelling
Storytelling
Material exploration
Material exploration
Prototyping
Prototyping
Prototyping
Sound design
Sound design
Key words: Interaction design, Designing for children, murder mystery, Electronics
Key words: Interaction design, Designing for children, murder mystery, Electronics
This is the escape box — a murder mystery in which you must find the hidden killer by gathering clues as the detective. To figure out this location, you must go to the car, the telephone booth, and the abandoned house and collect clues. Using these clues, you enter the symbols into the safe, revealing a key to the murderer's location.
This is the escape box — a murder mystery in which you must find the hidden killer by gathering clues as the detective. To figure out this location, you must go to the car, the telephone booth, and the abandoned house and collect clues. Using these clues, you enter the symbols into the safe, revealing a key to the murderer's location.
This is the escape box — a murder mystery in which you must find the hidden killer by gathering clues as the detective. To figure out this location, you must go to the car, the telephone booth, and the abandoned house and collect clues. Using these clues, you enter the symbols into the safe, revealing a key to the murderer's location.
We were tasked with designing puzzles and wonders for the yearly "Skaperfestivalen" at Deichman Bjørvika, using our knowledge of electronics, sounds, and interactions. I focused primarily on creating a few mechanics, assisting with working on the electronics, and additionally creating the sound effects for the events triggered.
We were tasked with designing puzzles and wonders for the yearly "Skaperfestivalen" at Deichman Bjørvika, using our knowledge of electronics, sounds, and interactions. I focused primarily on creating a few mechanics, assisting with working on the electronics, and additionally creating the sound effects for the events triggered.




The Soundscape:
Back