So, her major barrier to making the puzzle (besides, uh, the situation) was less 'not knowing what she was going to do,' and more 'wanting to make something that could have different solutions without too much trouble.' She vaguely has plans to be the dungeon equivalent of an industrial factory, churning out magical items that people want. Which means that if she wants to do that and sustain herself, she needs to not have easy pre-solved solutions. It's not exactly a challenge if you follow the designated dungeon walkthrough and just do what you're supposed to, after all. The ring puzzle is pretty straightforward to adjust; but something more complicated isn't quite so easy. Therefore, she will need to use all of the programming knowledge she's picked up from sheer osmosis to make this sort of thing easier.
With the idea of someone needing to only step on certain (irregularly shaped) tiles, she links the tiles on the floor to activate corresponding tiles on a 'master' map. While active, if they experience appropriate pressure, they mark themselves as complete. To keep people from just stepping on each and every tile to see if it's the solution, she sets it so that if any of the tiles that are not marked as active are put under sufficient pressure, all tile completion for the whole board resets. From there, she can tie all completed tiles of this master to then activate a final 'solved' clause, attached to its own little pebble. Order won't matter, only all active tiles being completed, and once it's been 'solved,' that variable will stay up as solved until she resets it. This is because the door that opens to the associated alcove, containing communication devices, will be tied to it, and it'd be kind of unfair if it shut closed after they'd solved it by accidentally stepping on the wrong thing. She might figure out a system later that'll let it reset automatically, but she's not that strapped for attention just yet. In her experience, computers and computer-alikes, which she's been filing this system under, are dumb until proven otherwise. Better to keep the whole thing under her direct control until she will definitely and reliably prove that people are probably not going to run into a puzzle related bug. That could end badly, with how there continues to be a fairy hanging around her core.
This whole system also makes it very easy to make a map for adventurers based off of the master, and she does. She puts that map on a wall between where the door will be and where the puzzle is, facing away from the puzzle itself, so it's the first thing to be seen upon entry into the room. Activate tiles will be shown glowing on the map. The idea is, of course, you can't look at the given map and activate the tiles at the same time. Playing into the theme of communication, one of the most straightforward ways to solve it is with two people coordinating. Along with shooting projectiles at it or something, but that level of skill with aiming is a challenge in itself, so if anyone pulls it off they deserve it and they can take the loot with her blessings.
With it mostly complete, she considers how much feedback a user, she means adventurer, should have for optimal enjoyment. Hmm. Probably she should make it clear when they get things right and when they mess up, instead of only spitting out the reward at the end. That's the kind of thing that is frustrating and not fun. Therefore: the tiles can light up with a gentle glow when they have been activated, and are dark when they are not. Because of the set of conditions she's already worked in, this also means that if they mess up, everything will go dark again. It also means she can have some dramatic lighting, though she's not going to go so dark that it'll freak the adventurers out and think she's plotting murder. Tasteful inset lighting from above, to go with what's coming in from the window to the main corridor.
There. Now it's ready for alpha testing. That is to say, letting Kose look at it, and hopefully approve of how it is not at all threatening. In order to accommodate this, she actually makes a door to enter it. Kind of important, that. And then let Kose know.
.... Maybe see if she can sneakily take a peek at one of Kose's rings without alerting her, before letting her know. If it tips her off, she has the perfect excuse, and if it doesn't, well. That's very interesting, isn't it.