Vanishing point

Dana Nissan

An interactive digital escape room that allows user to experience life without our everyday objects.

Thesis Statement

An digital escape room where individuals will interact and observe how life would be different when things disappear, in hopes of seeing that we are dependent on items.

Abstract

The ability for humans to invent new technologies and tools has been important in helping people live an easier and longer life. However, we accumulate so much stuff that we forget how reliant we are, all the tangible products (TV, car) makes us want more and our everyday items (toothpaste, paper) are unnoticed. The big and small stuff helps us complete our daily tasks or even just support us emotionally. We are reliant on our items as they ultimately make our life easier and we can’t live without them. Through interactive digital escape rooms users will experience what it feels like without our everyday objects specifically the phone, mirrors, and music. The escape room will allow require users to complete certain tasks relating to the main function of each item: to communicate, to reflect, and as therapy. We are reliant emotionally on these three items and fail to realize their power in our lives. An interactive experience allows users to feel and see the impact when everyday items disappear. User will physically be part of the experience and by having it digital, it allows worldwide access. This project hopes to bring appreciation to our everyday objects as well as show how we rely constantly on objects.

Research Questions

  1. Why and how are we reliant on items?
  2. How would our life be different if items disappeared? What would we do?
  3. Do we need these items to be happy?

Outcome

A digital experience that includes three escape rooms for three items: the phone, mirrors, and music. The items will disappear from the room in some way or another and users will need to escape without them. They will need to first complete a task given in the room and then they they will either need to do a similar one without the subject or it will be eliminated all together with no replacement. Each room will be designed a little differently in order to fulfill the purpose of the room and to see the main function of each item through the experience.

Designer
Dana Nissan

Chang Kim—Primary Advisor
Graphic Design Professor, SJSU

Joe Miller—Secondary Advisor
Graphic Design Professor, SJSU

Yael Ben-Aderet—Tertiary Advisor
Applied Behavioralist Analyst

Brandon Brown Mary Gutierrez Phi Ho Linh Hoang Brandon Huynh Rachel Lee Hefan Lim En Yu Ma Miguel Morejon Dana Nissan Anela Oliveros Sylvia Ow-Yang Ryan Parajas Karla Peralta Sarah Sauerzopf Chako Shinmoto Tanya Shrivastava Wenwen Su Tianting Sun Hung Tsai Thanhthao Van Effy Wang