A "Digital Escape Room" that prompts users to solve clues to experience artistic animations.

UI/UX Design - Interaction Design - Front End Development - Animation

Sections

THE PITCH

The Problem

I had an animation series I wanted to present in an upcoming art show, but the way I previously presented it was not compatible with the gallery format.

The Goal

Create a website that preserves the interactivity of my original presentation with a more widely available viewing platform.

My Role

Despite the artistic animations being created by me, for the site I had to take on a different, more objective role than that of the artist, where I considered the needs of the user just as equally as the needs of the artist.

For reference, one of the animations from the project.

The Previous Implementation

When I first unveiled this project, it was in a classroom critique setting. I had only 4 animations to present then, and the presentation was more intimate. I offered the class 3 choices: green, blue, or orange. Each person answered individually, and I airdropped/ privately message them the video file for the corresponding animation on their phone. The audience was not given instructions from here, but they ended up all naturally sharing the videos with each other. It was then that I revealed my secret condition: If everyone in the audience ending up seeing all of the videos, a secret 4th video would be sent to the audience, this being the “black” animation.

Although it was an interesting experiment, this concept was limited by a few main points:

For my show, I wanted a piece that I could have be ongoing and accessible to anyone while still preserving the spirit of the concept.

The Project

An interactive “puzzle” website where users can search for clues through various pages in order to find secret codes that they can type into a terminal to reveal animations. The site allows for a method of fragmented storytelling that immerses the user in the experience.

Solution

Balance. This site can be seen as having 2 purposes: expressing the artistic meaning of the work and being understandable and usable for the users. Thus, the success of this project depends on my ability to balance these two objects. To create an experience that  conveys the artistic meaning of the work while being digestible enough for the user to get to the point where they can be immersed in the experience without being frustrated

RESEARCH

The Research Approach

Since this is an untraditional project where the site itself is a puzzle, my UI/UX research has to take a much different approach. Usually, UX research focuses on making important aspects to the user experience as clear and straightforward as possible for the user to access; however, in this case, the important objective (the animations) are intentionally made difficult to access due to puzzles.
Thus, my new goal becomes making the puzzle itself accessible and easy to be immersed in without sacrificing the challenge of the experience.

Competitor Analysis

This project does not exactly have direct competitors, but the closest link would likely be other experiences such as video games, online puzzles, or traditional escape rooms. The animations and content of the site set it apart from those experiences enough to allow it to have its own draw; however, researching the methods those mediums use to create a successful experience can help me make sure users feel like they have those same benefits in my project. To aid my formation of the project, I took reference from videos of escape rooms and their creation, crossword puzzles and the language of their clues, and puzzle video games like the one shown below.

The Secret of Monkey Island (1990)

User Profile

  • Age: The audience here would likely trend towards younger people, as they are typically more willing to engage with virtual experiences like this one. However, the goal was to be accessible for everyone, and the art show install was visited by all ages.

  • Relevant Interests:  Visual art, animation, puzzles/ escape rooms, writing.

  • Predictions: The scenery will be a draw for many people initially especially in the gallery setting. Following that, those who become captivated would likely be people excited by solving the clues or people excited to see the animations and story play out. One caveat is that experiencing it with other people would increase retention and make clues easier to solve.

  • Needs: A UI that makes interacting with the site feel smooth and intuitive. Clues that feel challenging but still fair.

  • Wrap-Up: The audience for this project is somewhat niche, many people are not interested in puzzles, and would not want to commit their time to solving them. However, by refining the site, I can make sure that niche audience is retained and thoroughly satisfied with the experience.

  • Motivations: To enjoy a unique new experience that will leave an impression on them. To feel the satisfaction of successfully solving the clues and completing the experience.

DRAFTS

The Background

  • I wanted the background to be a standout part of the experience, having a consistent background throughout the whole site that is full of personality and consistent with the theming would push the website to be unique and memorable.

  • I knew the background needed to be neutral colors, as to not interfere with the colors of the various animations, I also knew it had to be something that resonated with me and the feel of the project. The answer was easy for me from there:  space. A staple in my work and a scene full of surreal possibilities.

  • After that, it was simply a matter of balancing its simplicity with its expressiveness.

The Lo-Fi Prototypes

For the initial prototype, I figured out the flow of the codes, and how that might look with the background. This figma prototype helped me test the background and see how I could enhance the feel and personality of the site. It gave me the basics I needed to start coding with direction.

The Color Buttons

The buttons that would lead people to the animations were crucial for the style and charm of the site. The obvious step was to make the button the same color as its corresponding animation, but I also wanted to have the same loose animated feel as the videos. I decided to also hand-draw the buttons, and I used CSS to make an animation of the button moving that felt reminiscent of the title cards of the videos.

The Navigation Buttons

With the color buttons being hand-drawn, it was a good idea to give the smaller icons used for page navigation the same treatment. They did not need to be too extravagant or distracting, but giving them the same wavy lines would help in adding to the overall charm of the site.

Initial Drafts

The starting point in my coding was the code entry page, as it was the core functionality of the experience. I started with default styling, focusing on the functionality, and I gradually built up the site to encompass these changes. From there, I added basic stylistic changes to have a working first draft.

UPDATES

Tests

Users responded well to the styling of the site, and thought it stood out. Additionally, it was clear that they felt rewarded when solving the puzzles. However, there were some points of confusion I noticed in the experience that could use more clarity along with a few bugs:

Changes

Styling

From here, the pages were for the most part done, so the last work was polishing up the looks and styling of everything.

RESULTS

Final Pages

Through all of my changes, I was able to come to this final version. I refined the flow and joy of the puzzle solving experience through increased clarity and and added more personality to the site by enhancing the styling. If you’re interested, please check out the site by pressing the button below!

VIEW THE SITE

REFLECTION

What I Learned

Persistence of UI/UX fundamentals in untraditional settings.

  • At first glance, this project might seem like it cannot abide by the basic principles of UI/UX design, such as clarity and accessibility. Accessing the animations is challenging by design. However, this mindset would stem from an incorrect identification of where to apply those UI/UX design principles.

  • In this project, I am not just trying to get users to see the animations I made. I am trying to get them to participate in an experience. Thus, my design should be centered on visually guiding the user through that experience, my research should focus on how to represent that experience, and my tests should measure how successful the site is in immersing the user in that experience.

  • Therefore, properly identifying one’s goals is one of the most important aspects of a project.

Know your audience!

  • During my tests, I noticed that some people were more engaged than others. This is only natural for a project with such a specific goal. People are coming into the experience with different backgrounds, some enjoy puzzles more, some are better at them, and some have done a lot of them. Others are the opposite.

  • Thus, it is important to be intentional about who my testers are, and ask them questions about those important details.

  • If someone who doesn’t like puzzles likes this site, that’s great data, if someone who DOES like puzzles doesn’t enjoy this site, that’s also great data. Considering test results within the context of the tester’s background is key to making successful conclusions.

A video run-through of the project

Next Steps

Currently, the project is complete. In my post-completion tests. Users responded very well to the project. The site took some adjusting because of its untraditional nature, especially for those less familiar with computers or games, but it remained accessible for most age ranges. I earned perfect scores from my professors and high reviews from the audience with this project.

If I were to make any changes to the site, I would likely work on fine tuning the text even more. Although I am happy with where its at, I think doing even more rigorous testing could help me find the remaining weak spots in the experience and make it more enjoyable for a general audience.

Back To Top