Room Sign

See whether a room is free before you walk in on a meeting, and knock to ask the people inside.

A Room Sign is the plaque beside a meeting room's door. It shows the room's name and whether anyone is in there, and lets you knock.

It lives in the palette's Meeting category, one of the meeting elements, beside the Screen, and search adds one too.

Placing it

Put the sign beside a room's door, just outside the room (or inside it). It belongs to the nearest room or Office Pod within a short step. Its name is the room's name, so rename the room and the sign follows. A sign too far from any room reads No Room.

What it says

  • Free (green): nobody is inside.
  • In Use (amber), with how many people are inside ("In Use · 3") and, underneath, for how long ("12 min"). People in an Office Pod inside the room are counted on the pod's own sign.
  • Do Not Disturb (red): an Office Pod whose door is shut, because both its seats are taken.

How long counts from when you first saw the room in use, so if you join while a meeting is already going it starts at Just now.

Knocking

While a room is In Use or Do Not Disturb, the sign shows a Knock button to anyone walking in Avatar mode who isn't already inside. Walking up to a closed Office Pod's door offers you a Knock too.

  • Everyone inside sees "Sam is knocking" with Let In and Not Now. Anyone set to Do Not Disturb isn't shown knocks.
  • You hear back: "Sam let you in" or "Sam says Not Now". A room's doorway is always open, so in a room you simply walk in.
  • At a closed Office Pod, Let In stands up whoever pressed it, so a seat is free and the door slides open for you.
  • You can knock once every 10 seconds. Knocks are never saved.

Who can do what

  • Editors place, move and delete a Room Sign.
  • Everyone, Editors, Participants and Viewers, sees it, and anyone walking can knock and answer a knock.

The look

A small plaque with a coloured stripe down its left edge that matches its status, light on a light theme and slate on a dark one. It has no label of its own and no … on its face, and characters walk past it freely.

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