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.
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.
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.
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.