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           Immersive Experience


    The Missing 
    Witch




This immersive experience invites visitors to solve the disappearance of a fictitious witch and rescue her, all while exploring her magical house. Featuring both physical and digital elements, the project was created as part of a second-year magic-themed Experiential Design exhibition for one of my classes. Leading a team of four, I developed the concept, designed key elements, and helped bring this interactive mystery to life.
The process of creating this experience was:
- Research
- Concept Development
- Prototyping and Testing
- Creating
- Setting Up and Troubleshooting




The Experience
Visitors enter through a glowing tree into a witch’s house, where they uncover clues about her disappearance. Interactive elements, like enchanted objects and a torn spellbook, hint at a stolen ram’s horn and the culprit, Greave. Hoofprints and posters provide further evidence. A note directs visitors outside, where they discover the horn tied to a tree with a QR code. Scanning it triggers an AR experience, revealing the witch being freed. The experience blends physical exploration with digital storytelling for an immersive mystery.












Research and Concept Development

The project focused on creating an immersive, storybook-style green witch experience in a magical forest. We developed the witch’s character and setting through brainstorming and sketching, refining our ideas into a cohesive concept.

Then, I applied escape room and game design techniques to craft an interactive mystery with multisensory elements, blending physical props, animated projections, and AR. To ensure quick solvability, not all clues were essential, allowing visitors to enjoy the space and ‘free’ the witch even without fully solving the mystery. We refined the experience through iterative storyboarding and scenario testing.












Prototyping and Testing

We created a small cardboard prototype of the witch's house to refine its layout and test the stability of the slot-and-tab construction method. Using Makey Makey kits, we 'enchanted' objects with auditory clues and actively tested the audio and physical setup. Acting out interaction scenarios helped us identify improvements, and feedback from other students ensured the content was clear and engaging.









Creating
Working with a $30 budget, we sourced recycled cardboard and personal items and artwork for decor. I made and illustrated the spellbook and 3D modelled and animated the entrance to the witch’s house in Blender, while my group members contributed tarot deck illustrations, the spellbook’s text, and recorded the audio.