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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:

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