“Shoot for the Stars” — An Escape Room Experience for Blind
Client Partner: Helen Keller Services, New York
Role: UX Researcher and Designer · Accessibility Designer
Timeline: 8 Weeks
Format: Physical + Multisensory Interactive Game
Project Summary
Shoot for the Stars is a fully accessible escape room designed specifically for blind and low-vision teens. Developed in collaboration with Helen Keller Services, New York, this project reimagines spatial, sensory, and collaborative gameplay through the lens of accessibility-first design.
Rather than adapting a sighted game to fit blind players, we built from the ground up, ensuring every interaction could be independently navigated using audio, tactile cues, and sonic orientation — no visuals required.
Key Outcome: A three-puzzle, narrative-driven escape room experience tested with real users and developed using multisensory UX principles. This was one of the first escape room prototypes tailored for blind teens at Helen Keller Services.
Project Challenge
The Gap We Saw:
Escape rooms are immersive by nature — but visually immersive. Most rely on sight, text, screens, or graphic clues. Accessibility, when considered, is often retrofit, superficial, or overly simplified.
Our goal was to challenge that.
How might we design an escape room that’s equally complex, narrative-rich, and challenging — without requiring sight?
PROBLEM STATEMENT : Blind/low-vision players need a way to problem solve and collaborate during an escape room activity because similar games are too simple to foster complexity and rarely use haptic/sonic feedback, which hinders both the accessibility and satisfaction of live/collaborative gameplay.
📚 Research Approach
We designed a multi-method research strategy to ground our design in lived experience and empirical accessibility principles.
🎯 Research Goals
Understand how blind/low-vision players experience existing games.
Identify barriers in traditional escape rooms (both physical and cognitive).
Define what complexity, fun, and autonomy look like in an accessible experience.
Prioritize user agency, not passive assistance.
1. 📖 Literature Review
Our academic research, including papers from the ACM Digital Library and Springer, revealed core design principles:
Use sensory substitution: sonification (sound) and haptification (touch).
Avoid oversimplification; challenge promotes dignity.
Use feedback loops (vibration, audio, spatial sound) to build agency.
2. 🧑🤝🧑 Community Ethnography
Through Reddit (r/Blind, r/DisabledGamers), TikTok, YouTube, and Instagram, we gathered user stories from blind gamers who shared:
Games are rarely designed with us in mind.
Audio cues must be precise and replayable.
Facilitator-led games feel infantilizing; we want independence.
3. 🆚 Competitive Audit
We reviewed 4 “accessible” escape rooms and gaming initiatives.
PlatformGapAbleGamersPhysical disability-focused; no blind-specific game design.Unity Escape RoomsVerbal guidance only; lacks immersive sonic feedback.DisabilityDaysSimplified “adaptive” rooms reliant on facilitators.MissionEscapeGames NYCAccessibility tied to building compliance, not UX.
🧠 Design Principles
From our synthesis, we created a design framework:
Build Sensory Independence
Tactile clues should guide, not require sighted translation.
Prioritize Sonic Immersion
Use spatial audio to convey movement, urgency, and location.
Collaborative, Not Isolated
Ensure puzzles require group logic, not solo problem-solving.
Design for Autonomy, Not Pity
Enable full participation without assuming constant support.
🛠 Design Execution: The Escape Room Journey
Narrative Context
Players are crew members on a failing spaceship under pirate attack. The only chance of survival: solve three puzzles to access a hidden escape pod.
Each puzzle builds critical thinking, collaboration, and sensory engagement.
Puzzle 1: Distress Signal (Morse Code Decoder)
Goal: Decode a hidden word like “SAFE” using tactile morse patterns and audio cues.
Interaction Design:
Raised bumps and dashes using stacked post-its and embossed markers.
Paired with verbal cues: “Letter B. Dash, dot, dot, dot.
Large replay button for audio.
Accessibility Consideration:
Designed for players unfamiliar with braille — relies on feel, not formal literacy.
🎙️ Puzzle 2: Audio Log Access Code
Goal: Identify a 4-digit code hidden in emergency voice logs.
Interaction Design:
Static-laced audio simulating damaged ship logs.
Story clues like “Day 4… reactor level dropped to 8…”
Input via voice or physical keypad.
Accessibility Consideration:
All instructions provided in audio, with replay-on-demand.
🧲 Puzzle 3: Magnetic Maze Locker
Goal: Use a magnet wand to guide a key through a hidden maze.
Interaction Design:
Transparent casing (for testing); users feel the magnetic pull.
Audio prompts guide navigation: “Wall ahead. Turn left.”
Accessibility Consideration:
Designed to build spatial reasoning through haptics.
🧪 Usability Testing @ Helen Keller Services
We conducted 3 rounds of usability testing, including users with:
Total blindness
Low vision
Cane navigation
Method:
Think-aloud protocols
Observation of physical interaction
Pre/post task interviews
“It felt like a real challenge, not something adapted. I didn’t feel like I was being handheld.” — Test participant
Key Findings:
Success: Players adapted to tactile cues quickly.
Pain Point: Needed clearer tactile distinction → we moved to 3D printed materials.
Insight: Users preferred puzzles that built tension and required memory.
🧰 Accessibility Toolkit Used
🎧 Audio Narration: All content, instructions, and logs in voice
🧼 Tactile Design : Braille + embossed symbols + magnetic paths
🧿 No Visual Dependency : Entire experience playable without sight
🧏 Voice Command + Keyboard Nav : Multiple input options for inclusivity
💬 Vibration-based Group Sync : Simulated via wristband taps (next step: haptic band)
🕶 Optional Meta Ray-Bans : Delivered audio prompts but limited reliability in tests
🔄 Iterations & Refinements
Replaced full alphabet with numbers — Simplified spatial mapping
Moved from post-its to 3D raised dots — Increased tactile accuracy
Added story-driven soundscape — Boosted immersion and urgency
Created 2 puzzle difficulty levels — Tailored to novice vs. experienced players
🌱 Outcomes & Next Steps
📍 Outcomes
Fully playable 3-stage prototype escape room.
Research-led, multisensory experience tailored for Helen Keller Services students.
Presented to educators, testers, and inclusive design researchers for feedback.
🔮 Next Steps
3D print final board and puzzle pieces.
Conduct longitudinal testing with blind youth in NYC.
Develop app-based version using voice control and spatial audio navigation.
Integrate real haptic feedback devices for group transitions.
🧠 What I Learned
This was one of the most transformative UX project I’ve ever led. It challenged everything I knew about interaction design, and taught me:
✅ Accessibility isn’t a checklist — it’s a design lens. ✅ Constraints drive creativity. ✅ The best games aren’t inclusive by default — they’re inclusive by design.
As a designer, I now specialize in designing with the senses — sound-first, touch-first, and always with user dignity and autonomy at the core.