Tom Cobbenhagen

A business card and portfolio

Clue Clock

COURSE

Technologies for Connectivity (DBSU10)

COACHES

M. Funk, Y. Cheng

COLLABORATION WITH

I.A.M. Bekkers, S.T. van Eck, S.K.M.V. Gunatilleke

SEE REPORT

The course “Technologies for Connectivity” focused its curriculum on developing skills concerning the construction of Internet of Things appliances and systems. The course was structured in such a way that all participants of the course had to develop a module of an escape room. At the end of the course, many levels were created with several modules running them, all connected using the OOCSI system.

The idea

We designed a level that focused on the scenario of the Challenger disaster of 1986, where a failure of the O-rings led to the explosion during liftoff. We wanted to use our module, namely a clock- like interface called the Clue Clock, to help the escape room occupants travel back in time to fix the problem and avert disaster. Our level therefore, focuses on four main modules (including ours) to make the level complete. The scene is set using the sound module, which plays sounds relating to a cockpit scenario. The tracks played will differ according to the user’s actions. Using our clock to travel back in time, users will be able to communicate with a printer that gives hints, to which O-ring can be used to fix the problem. NFC tagged O-rings will be lying around the cockpit and upon choosing the correct one, prevent disaster.

The design

The design is a simple clock like interface, with manually moveable hands that would be used to point to a certain time or point on the clock interface. The clock does not function like a real clock and does not tell the time, the idea behind such a design was to be able to have a device that would seamlessly blend into an escape room setting, thus making it more challenging for the participants.
By moving the hands, one can set the clock to a certain time, and when that particular time is chosen, messages or instructions can be sent to OOCSI to activate other modules. Conversely, when certain actions are performed on other modules within the level, the Clue Clock can receive instructions and react accordingly, for example, by lighting up.