Kvestroom
Started in September 2016

Products: site, brand, presentations, quest assignments, printing products, user interaction with the product.

"Kvestroom" is the biggest cain of escape rooms in Russia. Since 2016, it has been the platform through which I've been studying customer interaction and design.


One particularly memorable event create design and user flow up to 1000 participants, which was an incredibly thrilling experience.

SITE
Throughout our journey, we have collaborated with numerous partners, primarily offering quests in physical rooms.
As word of our exceptional work spread, other individuals who experienced our quests through their partners reached out, expressing interest in our services.
Realizing the growing demand for information, we recognized the perfect opportunity to establish our online presence.

Being immersed in my product design studies, I harnessed the knowledge of various tools to create a comprehensive information architecture. Upon presenting it to stakeholders, we received their enthusiastic approval, paving the way for me to embark on building the website.

With a keen eye for user experience, I carefully selected a platform that catered to all our needs and set out to built the site. The result has been remarkable, with the site proving to be a catalyst for an increased conversion rate and a seamless experience for all our visitors.

Result

Our website now serves as a central hub, catering to potential customers and anyone intrigued by our quests. It has enabled us to expand our reach, showcase our expertise, and foster lasting connections with a broader audience.

As we continue to grow, I remain committed to refining the site and creating an enjoyable experience for everyone who interacts with our brand. Our dedication to exceptional product design and user-centricity has played a pivotal role in driving the success of our business, and we look forward to welcoming more adventurers into our quest-filled world.

QUESTS (flow)
Creating the narratives for the quests was an entirely different experience. As a product designer, I realized that structuring the internal world of the business was also a crucial aspect of my role.

We decided to offer three types of products as our business model:
  1. Individual quests: Tailored for one person, centered in the city.
  2. Group quests: Catering to three different age groups - Children, Teens, and Adults.
  3. Corporate quests: Unique and distinct from the other offerings.
Each product type was meant to have its own narrative and path, providing diverse experiences for our customers. However, when we started receiving customers, we encountered a challenge. Customers wanted different tasks and experiences within the quests. This presented us with the opportunity to adapt and improve our quest design approach.

After careful consideration and brainstorming, I proposed a solution - a quest task "constructor." We created one overarching narrative for the quests, such as "solving a criminal case," and within this narrative, we offered various evidence collection tasks that customers could choose from. This approach addressed the issue perfectly.

Through our innovative quest task 'constructor,' we have revolutionized the way we approach our customers, resulting in a remarkable increase in our success rate, soaring from 75% to an 93% during the consideration stage.

And on the photo you can see how our new approach looks for the costumer. I translated some parts for you.

Result

By implementing the quest task "constructor," we successfully met the unique preferences of each customer. They now had the freedom to select tasks that intrigued them the most. This not only enhanced customer satisfaction but also allowed us to efficiently and effectively deliver quests tailored to their desires.


The idea of the quest task "constructor" transformed our quest offerings into a highly customizable and enjoyable experience for each customer. It has been a key factor in our continued success, and we are delighted to see how this approach has resonated with our customers.

As a product designer, the ability to adapt and find innovative solutions to challenges is essential, and I am thrilled to have contributed to making our quests a remarkable and customer-focused experience.

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QUESTS (tasks)
A quest is a path where participants need to solve riddles one by one, forming a logical chain. It involves user flow from one step to another to achieve a desired result. As a Product Designer, when I started working on quests, I had a role in creating the flow for the quest experience, even before knowing the specific terminology.

In the beginning, the riddles I created were typical, but as time passed, I had the opportunity to work closely with people and analyze their behavior and I started create more interesting and complecated riddles. Each picture here is a one of the task inside the quest. This allowed me to identify and solve various difficulties they encountered along the path. Since our quests were not confined to a specific room but took place everywhere, participants were free to explore different directions, leading to some confusion and wrong interpretations of the riddles. So I solved it with the same actions over and over again

  1. Through repeated interactions with participants, I carefully observed their pain points and thought processes.
  2. This process allowed me to gather valuable data.
  3. With the collected data, I generated multiple solutions, which I then discussed with my partner to choose the most effective one.
  4. Next, I tested the selected solution with people to ensure it worked as intended (It was a user interview)
  5. If we had a success in this interviews, I created new product and we implemented the chosen solution in the quest.

We've work like this for 4 years and only in 2020 (when I started studying product design I found out that it is design thinking stages. 1. Empathize, 2. Define, 3. Ideate, 4. Prototype and 5. Test.

Result


Over the span of 8 years, this process has become an automatic and integral part of my work. I have applied this approach in all my freelance projects since then. The fact that our quests continue to function effectively is a testament to the success of this iterative process.

By continuously iterating, observing, and refining the quest experience based on user feedback, we have been able to create quests that are engaging, enjoyable, and successful in leading participants through a series of riddles to achieve their ultimate goal. The combination of data-driven design decisions and hands-on testing has proven to be a powerful approach in the creation of meaningful and enjoyable quest experiences.