Beyond the Bars- A Reentry Experience with Checkr.org

Q2 2024

Objective

Develop an escape room style experience allowing conference attendees to experience the first four weeks reentering society post incarceration. The participants begin the simulation in prison and experience being released as they read their parole conditions. They then must find a job, housing, and navigate the barriers in place for folks returning home. 

Solution

Create an immersive experience where different parts of the 4 room structure represent different locations the participants interact with utilizing illustrations in different color stories. All decisions are inputted into a mobile site to track the participants progress.

Results

At it's SXSW debut over 300 people participated. With testimonials claiming "The experience was impactful." "I had no idea the obstacles in place." 


Role

All interior and exterior illustrations of the 20ft x 20ft structure. App illustrations. Printed collateral onsite.

Moodboard

A bright colorful illustrative approach used throughout the environment to differentiate the various locations in the simulation.

Aerial overview 

The 20ftx20ft five room space will sit in a 20ftx40ft booth footprint. Each room has multiple stations defined by illustrations in different color ways. These illustrations and color ways are used in the web app to guide the participants through the simulation and physical space.

Web app

Participants make their decisions in the app to determine their outcome in the simulation. Each station/location follows the same color story as in the physical space.


Cornerstore
This illustration is complete with the assortment of cornerstore products including chips, sodas, canned goods, liquor bottles, etc. In the room there is a cash register and real chips and snacks. The participant will be presented with an option to take cash left out, steal a soda, or leave without taking action.


Career Center
This illustration includes a computer station, printer, books, and motivational posters. In the room there is a standing desk with a person. The participant interacts with the person to attempt to get a job. They are presented with 3 job offers and have the option of an interview.


Parole office
This illustration is complete with the assortment of cornerstore products including chips, sodas, canned goods, liquor bottles, etc. In the room there is a cash register and real chips and snacks. The participant will be presented with an option to take cash left out, steal a soda, or leave without taking action.


Pawn Shop
This illustration contains a variety of items available in the pawn shop. In the room the participants will be given the option of three different items in their possession to pawn.

Food Bank
This illustration includes food and canned goods. In the room the participants will select the items they need. 

Illustration development

The bright colorful illustrations brought a level of delight and playfulness to a very intense experience. This floor to ceiling illustrations differentiated the various "stations" within the experience and help give a color coded connection between the web app and in person experience.

Live from SXSW

You can see the bold illustrations come to life and a couple of physical items throughout the space that the participants can interact with. The lighting and audio throughout the space added to the pressure and immersive experience intentionally adding stress.

Initial Participant Thoughts

The initial launch of this experience was at SXSW 2024. Over 300 participants experienced the simulation and this is a couple of their reactions.

hannahraudsepdesign.com
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