Archive for October 2011


Music

October 19th, 2011 — 1:55pm

 

This is interesting: Bluebrain, makers of The National Mall describe it as a “location aware album” that is designed to change seamlessly as you move around a particular space. It’s lovely because it was designed actually on the ground, and is an entirely ambient experience. If I’ve understood the UI correctly, there is no hunting for the next location and then ‘collecting’, it simply knows where you are and reacts.

It’s something that is really familiar from 3d videogames, which always *just know* where your avatar is. Open world games are really fertile grounds for understanding location-specific stuff – they are basically human scaled worlds where every pixel and interaction has been designed to be fun. Parkland is probably our closest comparison in the real world – it’s designed to be pleasant and varied to walk through, to have moments to pause and things to draw you into the distance. Constantly changing music feels like an excellent level of interaction – it accompanies you as you explore and rewards you for going further, without demanding your full attention.

My only sadness is being the wrong side of the atlantic to experience this in person, especially as they have just launched a Central Park version.

Comments Off | Atmosphere, games, Location

Making Successful Location Specific Content

October 12th, 2011 — 1:26pm

(This is the talk I gave yesterday – it synthesises a lot of the design work I did this summer into a set of rules of thumb for making this kind of work)

These are interesting times for publishers, the very notion of what a book is is being broken down. People have said it’s like the Wild West and you can do anything, anyone can be a publisher. My contention is that just because you can doesn’t mean you should.

I’ve spent part of the last year making location-specific stories and games on an Iphone platform called Placewhisper and testing them on the ground with real people. I’m going to talk to you about what I’ve learned – through real experience – and then consider why this sort of work might be interesting to publishers.

Location-specific content is really good at one thing, which is making you feel like you’ve stepped into a narrative. Moments of emotional connection. I started to understand this while making quite a different kind of game – a playground game about the Battle of Hastings for the BBC.

I spent a lot of time looking at diagrams like this:

And by the time the game was made and I was travelling around the country playtesting it in schools. I happened to do a test in Hastings, and on a whim hopped off the train and went to see the site of the battle itself. Which looks like this:

The thing that slightly blew my mind was how steep it is. In all my years of studying the period and hours of looking at squiggly diagrams, that fact had never got through to me. And suddenly the Normans at the bottom with a seemingly impossible task ahead, the Anglo Saxons snugly at the top with everything in their favour, made more sense than it ever had before.

It wasn’t that being in the place was somehow intrinsically better than looking at the diagrams. Without knowing the diagrams it would just have been a field. But the point is that knowing the diagrams made being in the field better. Being in the field deepened my understanding of the diagrams. That multiplication is the nub of what’s important about making location-specific content.

Whatever you are offering people has to make their experience of going to a place better, otherwise why are you asking them to go there? This sounds really obvious when you just say it, but it has huge implications in design terms. The bargain you make with the person who accesses your content is really different to the one you make when you are making web content or physical books, where people have absolute control over where they are when they access it. There’s a physicality to the experience which needs to be considered.

This is sculptor, Anthoney Gormley’s Another Place. It’s a really poetic piece that interacts with the environment beautifully. It stands on the boundary between land and sea, and as the tide goes in and out it reveals and conceals metal casts of the sculptor’s body that all look out towards the horizon. And every year the coastguard get called out several times to rescue people who have got into difficulties while looking at the artwork

Gormley’s take on this (as it kind of has to be) is that people can look after themselves while they’re looking at art, and they don’t lose their critical faculties.  This is possibly true with art, but I know from making pervasive games that as soon as there’s an element of interaction that’s no longer true – people expect you’ve got their back while you concentrate on the challenge you’ve set them.

It’s tempting to make location based work the easy way – google maps, google earth, from the top down. You can’t. Initial research has to include *pounding pavements*

However, there are really positive reasons to make this kind of work, and it’s really not necessary to risk drowning your punters. I wanted to talk about those reasons through the lens of Watch the Water, a project I made this summer with Coney. It was commissioned by Trigger for the Edinburgh Art Festival.

Watch the Water was a location-specific iphone app, made on PlaceWhisper.

It’s a work of fiction: eerie audio placed on places with open drains, which told the story of the engineering that underpins the city with a Lovecraftian twist. (For those that don’t know it, Edinburgh is built on an extinct volcano and the railway station is in a drained lake – how it doesn’t fill up with water whenever it rains is a constant wonder to me).

Five design decisions that made this really work for the people that tried it.

One of the really smart things about the commission is that there was a really clear funnel into the start of the experience – it was designed for people visiting one of six galleries as part of the Art Festival we knew where they would be physically and where they would be going.

It’s a comfortable space to be on foot, day or night.

But mainly, Edinburgh is hugely atmospheric – you get awesome  hi res 3d graphics for free. Let’s just dwell on that for a moment, *for Free.*

You could consume the audio clips – and the story – in any order you wanted. This gives people a bit more agency, allows it to fit in with their other plans rather than having to set aside a certain time to do your experience.

I’m a big believer in doing this with audio. It means there’s no screen between you and the exciting stuff. Instead of looking down at your phone, you’re looking up at the world. Again, it’s all about making connections with what you’re standing in front of, otherwise what’s the point?

Watch the Water was 9 pieces of audio in the space of less than a mile. Each between 40 seconds and a minute and a half. The points could have been more densely packed in the space, but the area didn’t want to be larger – that’s already a lot of walking.

 

There’s something about making invisible things tangible that people really respond to. The mechanism of discovery gives people a sense of ownership of the work.

This is a new way of delivering content, but it’s something that can fit into traditional publishing models. I have a couple of examples:

Imagine: Everyone at a literary festival is invited to download a free app from the app store, with a story from a new writer mapped onto popular locations at the festival. It’s promoted through the festival as something to do between talks. Those who try feel that sense of ownership, and word of mouth is created. There’s a route to buy the book direct from the app.

Or: A popular crime writer deeply associated with a particular city – like Ian Rankin in Edinburgh, or Henning Mankell in Ystad – spends two weeks writing a short whodunnit you can play in that city over about 2 hours.

It sells for £4.99 in the app store to the writer’s fans and tourists visiting the city who want a ‘different’ ‘authentic’ experience. Not only can this become profitable in itself, people who play feel more ownership of that writer’s stories. People discover more about their back catalogue and in a couple of clicks can buy books that mention particular places they’ve been.

What I’ve learned from all my work with location-specific content is that it isn’t always the right answer. In the right kind of circumstances, though – and there aren’t many of them – it gives you so much for free: hundreds of extras, thousandss of years of history, and the best visuals money can buy.

Most importantly, it reminds the consumer how much you value their imagination.

I’m looking to make more of this type of project, so if you have a situation where there are a lot of people physically in a particular place, do get in touch.

 

Comments Off | Fiction, games, Location

Tools of Change

October 10th, 2011 — 9:36pm

Just to say I’ll be on my way here tomorrow to talk about designing for location-specific storytelling to an audience of publishers, which should be fun. I get to talk about lots of meaty stuff about the precise circumstances in which it’s a good idea, and will hopefully get to stick my nose out into Frankfurt for half an hour or so too.

Comments Off | Fiction, games

Information in the woods

October 2nd, 2011 — 7:48pm

This is a post that’s here largely as an aide memoire. I’m giving a talk about location-specific storytelling at the Frankfurt Book Fair soon, and the thing I keep coming back to is Jim Kosem’s Spomenik project; a ‘Pervasive Memorial’. It’s important because it deals with important subject matter and location simply and well.

The reason there’s a memorial is simple and devastating. There are some woods – fairly ordinary woods – in Slovenia which are the site of an atrocity. At the end of the Second World War many people were shot and their bodies left in mass graves in caves there. Just one of the many war crimes that happen in secluded woods across the world. Memorialising this is a form of holocaust prevention for the local population – the children need to know what happened so they can make different choices if such conditions arise again. So there are memorials in the trees, and teenagers are taken on school trips there as part of their history lessons, to see the place that this happened.

What the Spomenik project adds is some small signs with a phone number you can call to hear audio accounts from people with a personal connection to the atrocity, narrating you through the space. You call the number from your mobile and start to understand more about what actually happened.

This adds a layer to what you are looking at, and makes it feel personal using very simple design decisions. Delivering via audio, so you have to look at what the words are describing, in a phonecall, which is such a familiar gesture from our daily lives. You don’t need a smartphone or a dataplan, and it forces you to look around and understand the meaning of the things you are seeing. Jim says when describing the experience “This is usually where people fell silent, once the guy started narrating and you started seeing crosses carved into trees everywhere.”

Comments Off | Landscape, Location

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