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Tangled Thistle · Northern Lantern House

Guest Journey Pressure Test

Score arrival through departure under real guest pressure. Full Nitro + Vercel Fluid stack · schema gjp.v4.

Runtime: web entry · Fluid concurrent functions · local library + optional server score

Score: 0 / 36 — Start scoring

0/18 scored · states: none

Friction0
ReadinessIncomplete
Zeros0
Ones0
Patterns0
Weightflat
Arrival: 0/6 · w1.0
Orientation: 0/6 · w1.0
Participation: 0/6 · w1.0
Sensory: 0/6 · w1.0
Service: 0/6 · w1.0
Departure: 0/6 · w1.0

Occasion template (pre-selects states and focus; demo loads sample scores)

Constraints and edge conditions

Guest states under pressure (select all that apply — these weight the findings)

Arrival is the first honesty test. If the correct path is a riddle, every later hospitality gesture arrives after friction has already written the guest's story.

The correct entrance is visible from the actual arrival point.

Risk: Guests circle, call the host, or arrive already stressed.Default S · LowOften needs Venue Intelligence

Parking, drop-off, walking distance, weather exposure, and coat handling are understood.

Risk: Weather, distance, or coat friction creates early exit risk.Default M · Low-MedOften needs Venue Intelligence

A solo guest can identify where to go and what to do within one minute.

Risk: Solo guests freeze at the threshold and cluster incorrectly.Default S · Low

Orientation is hospitality without requiring the host to be a broadcast system. If the room cannot explain itself, the host becomes the only map.

The guest can distinguish welcome, seating, food, restrooms, quiet areas, and the next meaningful moment.

Risk: Constant questions interrupt the host and bottleneck the room.Default M · Low-Med

Essential instructions are available without requiring the host to repeat them.

Risk: Key logistics live only in one person's head.Default S · Low

Transitions use spatial, lighting, sound, service, or timing cues instead of abrupt announcements alone.

Risk: Transitions feel abrupt; guests miss food, speeches, or seating.Default M · Med

Belonging that requires performance is not hospitality—it is casting. Quiet and non-performing guests are still having an experience; design for it.

At least one meaningful experience does not require dancing, drinking, a partner, public speaking, or being photographed.

Risk: Non-performers feel excluded or ornamental.Default S · Low

Seating supports both conversation and observation.

Risk: Only one seating mode forces performance or isolation.Default M · Med

Guests may decline an activity without becoming the activity.

Risk: Declining becomes a scene; guests stay longer than they want.Default S · Low

Atmosphere that cannot be modulated becomes endurance. Sensory range is how different nervous systems stay in the same occasion.

At least one area permits intelligible conversation.

Risk: Guests leave early or stay only on the periphery.Default M · MedOften needs Venue Intelligence

Lighting supports movement, food, faces, and wayfinding as well as atmosphere.

Risk: Wayfinding and faces fail; photos become the only view.Default M · MedOften needs Venue Intelligence

Temperature, wind, sun, rain, scent, and sound have practical responses.

Risk: Weather or volume becomes an unplanned crisis.Default M · Med-HighOften needs Venue Intelligence

Service that makes guests hunt is logistics wearing a smile. Hospitality is friction met before it is asked for.

Water, food, seating, restrooms, waste, and assistance are available before guests must hunt for them.

Risk: Thirst, hunger, or restroom hunt dominates memory of the event.Default M · Low-MedOften needs Venue Intelligence

Queues do not block circulation or conceal what guests are waiting for.

Risk: Bottlenecks create conflict and hide hospitality.Default M · LowOften needs Venue Intelligence

Staff and vendors share the same timing, access, escalation, and guest-care assumptions.

Risk: Vendors and staff solve different problems; guests fall through gaps.Default L · Low

Endings write the last memory. If leaving feels rude or trapped, the occasion steals the guest's autonomy at the worst moment.

Transport, coat retrieval, lighting, and exits remain legible before the official ending.

Risk: Guests feel trapped or stage a messy exit.Default S · LowOften needs Venue Intelligence

Early departure is socially possible without crossing a stage, interrupting a ritual, or locating the host.

Risk: Early leavers become a visible disruption.Default S · Low

The final ten minutes have a clear emotional and operational shape.

Risk: The ending feels abandoned or chaotic.Default M · Low-Med

0 = absent · 1 = partial · 2 = clear. Saves stay in this browser. Server scoring runs on Vercel Fluid via Nitro.

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