The Zone Week 2

The Zone Week 2

The Zone Week 2

In darkness, do you trust or doubt?

UX Studio Practices

UX Studio Practices

Speculative Design

Speculative Design

Team & Duration

Team & Duration

Team & Duration

Chaitanya, Dabeen, Diya, Grania, Lancy, Mustafa, Prim, Sakshi, Stav, Sian, Uday

Chaitanya, Dabeen, Diya, Grania, Lancy, Mustafa, Prim, Sakshi, Stav, Sian, Uday

Chaitanya, Dabeen, Diya, Grania, Lancy, Mustafa, Prim, Sakshi, Stav, Sian, Uday

20th Feb - 31st Feb

20th Feb - 31st Feb

20th Feb - 31st Feb

THE brief

THE brief

THE brief

Design and build a LARP themed around future dead zone of light.

Design and build a LARP themed around future dead zone of light.

Design and build a LARP themed around future dead zone of light.

We chose an underground tube station as our setting, where a group of strangers get trapped in total darkness after a sudden flood.


We ultimately selected this setting because it allowed for natural interactions among strangers, forcing them to rely on and form judgments about each other in a high-stress, low-visibility environment. 


By the end of the week, we received our LARP locations, but the tricky terrain made designing for blindfolded participants a safety challenge.

We chose an underground tube station as our setting, where a group of strangers get trapped in total darkness after a sudden flood.


We ultimately selected this setting because it allowed for natural interactions among strangers, forcing them to rely on and form judgments about each other in a high-stress, low-visibility environment. 


By the end of the week, we received our LARP locations, but the tricky terrain made designing for blindfolded participants a safety challenge.

We chose an underground tube station as our setting, where a group of strangers get trapped in total darkness after a sudden flood.


We ultimately selected this setting because it allowed for natural interactions among strangers, forcing them to rely on and form judgments about each other in a high-stress, low-visibility environment. 


By the end of the week, we received our LARP locations, but the tricky terrain made designing for blindfolded participants a safety challenge.

Larp Site

Designing the LARP

Designing the LARP

Designing the LARP

Since our LARP focused on trust and suspicion in darkness, we incorporated themes of division, conflict, and uncertainty in the storyline.


We designed activities that could be approached selfishly or collaboratively, fostering both mistrust and camaraderie.


Each character received artifacts and specific traits to create tension, dialogue, and conflict.

Since our LARP focused on trust and suspicion in darkness, we incorporated themes of division, conflict, and uncertainty in the storyline.


We designed activities that could be approached selfishly or collaboratively, fostering both mistrust and camaraderie.


Each character received artifacts and specific traits to create tension, dialogue, and conflict.

Since our LARP focused on trust and suspicion in darkness, we incorporated themes of division, conflict, and uncertainty in the storyline.


We designed activities that could be approached selfishly or collaboratively, fostering both mistrust and camaraderie.


Each character received artifacts and specific traits to create tension, dialogue, and conflict.

The Storyline

The Storyline

The Storyline

Initial character list

Initial character list

Initial character list

Iterative testing

Iterative testing

Iterative testing

We tested the concept on Monday and received feedback on improving the offboarding process. Participants suggested adding sensory cues to distinguish underwater from above-water moments.

We also found that detailed character prompts led to deeper discussions among players. This insight motivated us to refine the characters further for future trials.

We tested the concept on Monday and received feedback on improving the offboarding process. Participants suggested adding sensory cues to distinguish underwater from above-water moments.

We also found that detailed character prompts led to deeper discussions among players. This insight motivated us to refine the characters further for future trials.

We tested the concept on Monday and received feedback on improving the offboarding process. Participants suggested adding sensory cues to distinguish underwater from above-water moments.

We also found that detailed character prompts led to deeper discussions among players. This insight motivated us to refine the characters further for future trials.

Initial Playtest

We worked on simplifying the experience, making it easy for the participants. In retrospect,


I feel our LARP lacked depth due to the absence of the intricate layers as mentioned by Koljonen, et al. (2019).


These intricate layers could have helped build a meaningful plot for the experience, making it more immersive for the players.

We worked on simplifying the experience, making it easy for the participants. In retrospect,


I feel our LARP lacked depth due to the absence of the intricate layers as mentioned by Koljonen, et al. (2019).


These intricate layers could have helped build a meaningful plot for the experience, making it more immersive for the players.

We worked on simplifying the experience, making it easy for the participants. In retrospect,



I feel our LARP lacked depth due to the absence of the intricate layers as mentioned by Koljonen, et al. (2019).



These intricate layers could have helped build a meaningful plot for the experience, making it more immersive for the players.

Character List - Final

We planned to use a curtain to signal underwater vs. above-water moments, but safety concerns in our public location made this difficult. Ribbons as a makeshift curtain proved ineffective for blindfolded participants, so we abandoned the idea. We also designed a PA announcement for added immersion but had to discontinue it due to time constraints.

We planned to use a curtain to signal underwater vs. above-water moments, but safety concerns in our public location made this difficult. Ribbons as a makeshift curtain proved ineffective for blindfolded participants, so we abandoned the idea. We also designed a PA announcement for added immersion but had to discontinue it due to time constraints.

We planned to use a curtain to signal underwater vs. above-water moments, but safety concerns in our public location made this difficult. Ribbons as a makeshift curtain proved ineffective for blindfolded participants, so we abandoned the idea. We also designed a PA announcement for added immersion but had to discontinue it due to time constraints.

PA Announcement Audio

PA Announcement Audio

PA Announcement Audio

Building the character experience

Building the character experience

Building the character experience

All Characters with their character cards

All Characters with their character cards

All Characters with their character cards

Artefacts used during the LARP

Artefacts used during the LARP

Artefacts used during the LARP

Rules - This was provided to every player before starting the larp

Rules - This was provided to every player before starting the larp

Rules - This was provided to every player before starting the larp

We tested the LARP multiple times before the final run. We ran it among ourselves, allowing us to refine the rules until they were simple and easy to understand.


Another test involved students unfamiliar with our LARP. One key insight was that participants feared being aggressively touched more than navigating difficult terrain. To address this, we introduced jackets for everyone, adding a protective layer and reducing discomfort while blindfolded.

We tested the LARP multiple times before the final run. We ran it among ourselves, allowing us to refine the rules until they were simple and easy to understand.


Another test involved students unfamiliar with our LARP. One key insight was that participants feared being aggressively touched more than navigating difficult terrain. To address this, we introduced jackets for everyone, adding a protective layer and reducing discomfort while blindfolded.

We tested the LARP multiple times before the final run. We ran it among ourselves, allowing us to refine the rules until they were simple and easy to understand.


Another test involved students unfamiliar with our LARP. One key insight was that participants feared being aggressively touched more than navigating difficult terrain. To address this, we introduced jackets for everyone, adding a protective layer and reducing discomfort while blindfolded.

Final Testing

Final Testing

Final Testing

Final Larp Video

Final Larp Video

Final Larp Video

Realisations & my thoughts

Realisations & my thoughts

Realisations & my thoughts

Four out of ten participants knew how we expected players to act, which made it hard to tell if their actions were genuine. For example, a small argument happened toward the end of the LARP, but some of these participants started it. Were they acting naturally, or just doing what they knew we expected?


However, we learned that one person's actions could influence the entire group. When someone helped, others followed. When someone doubted another, suspicion spread. With a better plot, we could have used key events or planted characters to influence the story of the LARP.


Most participants didn’t fully embrace their negative traits. It seems to me that being in a familiar group setting made them more self-conscious.


Would strangers have acted differently?


When the final door opened, people were genuinely happy and felt a sense of achievement. But was this the right choice as designers? Should everyone have received a happy ending when the theme was about questioning trust?


What did it mean when no one faced consequences for their actions?


We focused too much on making the experience easy and enjoyable. But I would argue that LARP isn’t about comfort. After reading more about it, I believe LARP is about the story, the characters, and the experience that unfolds from them. 

Four out of ten participants knew how we expected players to act, which made it hard to tell if their actions were genuine. For example, a small argument happened toward the end of the LARP, but some of these participants started it. Were they acting naturally, or just doing what they knew we expected?


However, we learned that one person's actions could influence the entire group. When someone helped, others followed. When someone doubted another, suspicion spread. With a better plot, we could have used key events or planted characters to influence the story of the LARP.


Most participants didn’t fully embrace their negative traits. It seems to me that being in a familiar group setting made them more self-conscious.


Would strangers have acted differently?


When the final door opened, people were genuinely happy and felt a sense of achievement. But was this the right choice as designers? Should everyone have received a happy ending when the theme was about questioning trust?


What did it mean when no one faced consequences for their actions?


We focused too much on making the experience easy and enjoyable. But I would argue that LARP isn’t about comfort. After reading more about it, I believe LARP is about the story, the characters, and the experience that unfolds from them. 

Four out of ten participants knew how we expected players to act, which made it hard to tell if their actions were genuine. For example, a small argument happened toward the end of the LARP, but some of these participants started it. Were they acting naturally, or just doing what they knew we expected?


However, we learned that one person's actions could influence the entire group. When someone helped, others followed. When someone doubted another, suspicion spread. With a better plot, we could have used key events or planted characters to influence the story of the LARP.


Most participants didn’t fully embrace their negative traits. It seems to me that being in a familiar group setting made them more self-conscious.


Would strangers have acted differently?


When the final door opened, people were genuinely happy and felt a sense of achievement. But was this the right choice as designers? Should everyone have received a happy ending when the theme was about questioning trust?


What did it mean when no one faced consequences for their actions?


We focused too much on making the experience easy and enjoyable. But I would argue that LARP isn’t about comfort. After reading more about it, I believe LARP is about the story, the characters, and the experience that unfolds from them. 

References

References

References

  1. Koljonen, J., et al. (2019) Larp Design: Creating role-play experiences. Bifrost. Available at: https://researchportal.tuni.fi/en/publications/larp-design-creating-role-play-experiences [Accessed 19 March 2025]

  1. Koljonen, J., et al. (2019) Larp Design: Creating role-play experiences. Bifrost. Available at: https://researchportal.tuni.fi/en/publications/larp-design-creating-role-play-experiences [Accessed 19 March 2025]

  1. Koljonen, J., et al. (2019) Larp Design: Creating role-play experiences. Bifrost. Available at: https://researchportal.tuni.fi/en/publications/larp-design-creating-role-play-experiences [Accessed 19 March 2025]

Thank You For Reading.

Thank You For Reading.

Thank You For Reading.

✨ Keep Exploring ✨

Let’s Connect!

Back To Top

© 2025 | Designed and developed by me with ♡ | All Rights Reserved.

Let’s Connect!

Back To Top

© 2025 | Designed and developed by me with ♡ | All Rights Reserved.

Let’s Connect!

Back To Top

© 2025 | Designed and developed by me with ♡ | All Rights Reserved.