Tuesday, 19 January 2021

Making The Gates to Dreamland: (Dis-)locating a Story

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On 25th September, my new locative audiowalk game The Gates to Dreamland launched to the public. Created as part of the A Different LENS project in Margate, The Gates to Dreamland explores how interpreting our surroundings figuratively, through imagination and motion, can connect us to different places, times, stories and circumstances, finding resonance within our own lives.

Set around the boundaries of the Dreamland amusement park in Margate, it tells the story of Italian scientist Galileo Galilei’s journey towards publishing his final book – one that would change the study of science forever. It imagines the obstacles he faced, under house arrest with his eyesight and health failing, and the changes in perspective that entailed.

In this series of blog posts, I’m delving into how The Gates to Dreamland was made, discussing how my contribution to A Different LENS came about, how the design of the project evolved, ideas and inspirations, research and planning, writing the script, how I created the audio, and how this project connects to my other work.

More information on how you can try The Gates to Dreamland for yourself is at the bottom of this post.

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With most location-based media, we are used to experiencing content that directly relates to the place we’re in. This is one of the unique qualities of these media – that you can draw on the characteristics of a precise location to tell stories, provoke play, educate, inform and entertain people in an intimate, ‘immersive’ way.

But we can think about these affordances in a different way. Creating an engaging piece of location-based media isn’t just about referring to things you can sense in your surroundings, but the content being enhanced by them in some way.

I asked myself: how can the telling of Galileo’s story be brought to life through the environments of 21st-century Margate?

In answering this question, the key example I turned to for inspiration was a video game called Dear Esther.

In Dear Esther, you navigate the bleak, rugged landscape of a Hebridean island, listening to a man reading letters to his deceased wife, Esther. While some of what you hear seems connected to details found on the island, many of the events described by the unreliable narrator evidently happened elsewhere. Locations such as Wolverhampton, Damascus and the M5 between Exeter and Bristol are named, as well as a host of characters and incidents detached from what you can see and hear in your environment.

Example of dis-locative narration in Dear Esther

It becomes apparent that the island’s landscapes may be as imaginary as they are real; taking on figurative – symbolic and metaphorical – roles in the player’s journey through a story of grief, loss and redemption.

Symbolic landscapes in Dear Esther

With this form of storytelling, it matters less whether you find all the possible connections between your surroundings and the overarching story. What’s most important is that when you do make a connection, your relationship with the storyworld becomes that much more intimate because you’ve made the connection yourself.

The role of a narrator isn’t to guide you but to offer narrative prompts that invite you to uncover this emotional resonance in your surroundings.

I wondered whether Dear Esther’s figurative approach might be similarly effective in a location-based narrative – as a way of connecting distant places and times through symbolism and metaphor, while ensuring that the experience was still embedded in the player’s navigation of their physical surroundings.

It struck me that this approach would be a thematic fit for Dreamland, as a place which pulls on the imagination in both name and practice, despite currently being inaccessible.

But what connection could I draw between Dreamland and the actual events of Galileo’s life?

The answer, appropriately, came in thinking about Galileo’s deteriorating sight. I started to conceptualise his growing blindness as a transition from seeing things literally to only being able to picture them in the mind – a journey towards entering his own ‘Dreamland’.

Coupled with his struggle to overcome the significant personal challenges that writing Two New Sciences presented, this period of Galileo’s life appeared to connect with the notion of ‘dreams’ in more ways than one.

The next challenge would be to determine the specific locations around Dreamland that would feature in my work.

The webapp we used to host and map the projects in A Different LENS, CGeoMap, gave some basic location specifications to work with. I knew that each point had to be at least 40 metres apart. I also knew that I could make certain points invisible on the map until the user reaches the relevant location.

To be sure I’d finish making the audiowalk in time for the project launch, I also knew I wanted to keep the number of points to a maximum of 5 or 6; focusing on making these entries as evocative as possible. Given that my story would be reflecting a series of events in Galileo’s life, it made sense for the points to be linear in their organisation.

The Gates to Dreamland points on the A Different LENS map

After that, the decision on locations was purely a creative one, aside from the usual caveats of the sites being publicly accessible and the walk not being too long.

In thinking about the inaccessibility of Dreamland at the time and the circumstances surrounding Galileo’s house arrest, I was particularly drawn to gates as symbolising some kind of passage or journey, while denying that passage at the same time. They are physical obstacles, yet provoke you to imagine what is beyond them; liminal spaces between here and there, inside and outside, near and far.

Dreamland has two main entrances for visitors: from the car park and from Hall by the Sea Road.

However, a quick search on Google Streetview revealed a few smaller gates dotted around the perimeter of the park. Including the two main entrances, these entrances are labelled as Gates A to E. Conveniently, they are also quite evenly spaced and all separated by gaps of more than 40 metres.

Dreamland's Gate A on Google Streetview

Running with the idea of these five gates being the points for my audiowalk, I then attempted to decipher connections between what could be found at these sites and the events in Galileo’s life during the writing of Two New Sciences.

I created a design document that charted the arc of Galileo’s story, from returning to Florence under house arrest, to the publishing of Two New Sciences. This was divided into five key story beats, which later became six.

In the same document, I then listed all the physical features I could identify at each of Dreamland’s gates and along the routes between them. Due to the pandemic restrictions, I was unable to visit the sites in person, so I relied on close observation of Google Streetview images.

Finally, I attempted to find connections between the beats of Galileo’s story and the physical characteristics I’d noted for each of the sites.

The key to this task was to identify the emotional resonance of the events in Galileo’s life that I’d pinpointed. Once I’d done that, I could think about which details at each site might chime with this ambiance in ways that were compelling and reflective of the wider themes I wanted to explore.

I go into this process in more detail in this series’ next blog post, where I’ll be discussing the process of creating the script for The Gates to Dreamland.

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How to try The Gates to Dreamland from home

The Gates to Dreamland is primarily designed to be experienced by walking at the relevant sites in Margate. When you load the A Different LENS map on mobile, only the first of my six entries is visible on the map, and you must discover the remainder by finding the rest of Dreamland's gates in person.

However, you can try a version of The Gates to Dreamland for yourself online via PC/Mac (this is the only way to access all six points of the audiowalk without being in Margate).

To do this, visit the A Different LENS map here and find the blue pin titled ‘The Gates to Dreamland’, with ‘1 of 6’ as a subheading (it is the most southerly blue pin in the main cluster). This is the start of the walk, while the pink pins that lead from it show the route you need to follow. Read the introduction and instructions that appear when you click on the pin.

Then, open up the link here in a separate tab. This is the starting point for the walk in Streetview.

Each point of the audiowalk is located by one of Dreamland’s gates. When you reach the next gate on the walk, navigate back to the A Different LENS map and click on the relevant pin to play the audio for that location. Try to stay in Streetview as much as you can on the walk, but there may be times when you need to check that you’re at the correct location by switching to satellite view and comparing with the A Different LENS map.

The walk should take about 30 minutes to complete. Think about the relationships between the words you hear and what you can see in Streetview.

If you do try it and have any feedback you’d be willing to share, do send me an email using the contact information on my About page.


Friday, 1 January 2021

Making The Gates to Dreamland: Discovering Galileo

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On 25th September, my new locative audiowalk game The Gates to Dreamland launched to the public. Created as part of the A Different LENS project in Margate, The Gates to Dreamland explores how interpreting our surroundings figuratively, through imagination and motion, can connect us to different places, times, stories and circumstances, finding resonance within our own lives.

Set around the boundaries of the Dreamland amusement park in Margate, it tells the story of Italian scientist Galileo Galilei’s journey towards publishing his final book – one that would change the study of science forever. It imagines the obstacles he faced, under house arrest with his eyesight and health failing, and the changes in perspective that entailed.

In this series of blog posts, I’m going to delve into how The Gates to Dreamland was made, discussing how my contribution to A Different LENS came about, how the design of the project evolved, ideas and inspirations, research and planning, writing the script, how I created the audio, and how this project connects to my other work.

More information on how you can try The Gates to Dreamland for yourself is at the bottom of this post.

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For a while in the summer I struggled to believed that I could come up with a brand-new, workable idea for my contribution to the A Different LENS map, and get it made in time for a September launch.

In the regular Monday Zoom calls we had as artists contributing to the project, I spent some time chatting to the others about my predicament. By this point, I think we had all become enamoured by the idea of Galileo being represented on the map, and particularly that there would be entries connecting to Dreamland, one of Margate’s most iconic landmarks.

A couple of the artists suggested that I could shift my focus towards imagining being in Dreamland from outside; of wanting to be in Dreamland but being unable to enter.

I agreed that, in some ways, this sense of Dreamland being unreachable or distant had clearer links to the project’s themes around inaccessibility. But, with my head still full of my original concept’s playful ideas, I struggled to see how I could curate an experience of Dreamland from the outside that was genuinely engaging, or what form this would take.

Looking for inspiration, I turned my attention back to learning more about Galileo.

Where before I had focused on the Two New Sciences text, and how to communicate the scientific principles debated within it, this time I focused more on Galileo as a person. As I did, a more evocative image of his character began to emerge.

In the years before Galileo started writing Two New Sciences, he had faced challenges ranging from the personal to the profound.

The publication of his previous work, Dialogue Concerning the Two Chief World Systems (1632), caused significant controversy among the Catholic Church. It implied support for the idea that the Earth orbits the Sun, at a time when the Roman Inquisition very actively sought to censor views contradicting Biblical teachings that the Earth was the centre of the universe.

Galileo was tried on suspicion of heresy in 1633, and he was interrogated under threat of physical torture.

When the Inquisition found him “vehemently suspect of heresy,” he was sentenced to indefinite house arrest. It was at this moment that Galileo is alleged to have uttered the famous phrase ‘E pur si muove’ – ‘And yet it moves’, referring to the Earth. There is no direct proof that this actually happened, though.          

After a brief stay with a sympathetic Archbishop in Siena, in 1634 he returned to his villa in Arcetri, on the outskirts of Florence, where he remained under watch by armed guards for the rest of his life.

The entirety of Two New Sciences was written during his confinement.

Galileo's villa in Arcetri, Florence

This period was also one of significant medical hardship for Galileo.

During my research, I found an academic paper detailing Galileo’s clinical history in remarkable detail. Alongside chronic pains caused by arthritis and a serious hernia, he suffered regularly from palpitations, melancholy and a lack of appetite.

The most profound bodily change he experienced in these later years, however, was to his vision. It gradually worsened over the course of his confinement, to the point where he eventually lost all sight shortly before Two New Sciences was completed and published.

“All light is extinguished […] The blindness is a consequence of a very dense cloud which formed itself in the space of seven months, first in the right eye and then in the left eye […] that sky, that world, that universe which I, through my astonishing observations and clear demonstrations, had expanded hundred and thousand times beyond anything ever seen before by scientists, has now shrunk and narrowed as to reach no further than my own body.”

Letter from Galileo to Elia Diodati, 2nd January 1638

Portrait of Galileo in 1624, with visible swelling in his right eye

Despite these circumstances, Galileo wasn’t completely isolated from society. In fact, he was able to regularly welcome a large number of visitors to his home, including academic colleagues, students and other acquaintances. He even met with a young John Milton – the subject of Virginia Fitch’s contribution to A Different LENS – in an event that had a profound impact on the Englishman.

One of the students who visited Galileo at this time was Vincenzo Viviani (1622 – 1703), a talented young mathematician who ended up living with Galileo as his assistant until his death in 1642.

Even in this relatively short time, Galileo provided a life-long direction for Viviani, who subsequently devoted himself to collating and preserving Galileo’s works to be published, as well as writing a biography.

Vincenzo Viviani, 1622-1703

Viviani went on to make his own achievements, but the extent of Galileo’s influence on him is still evident in Florence today. The Palazzo del Cartelloni displays a bust of Galileo alongside three Latin epigraphs celebrating Galileo’s life and discoveries, which Viviani commissioned.

Bust of Galileo and epigraphs celebrating his life outside the Palazzo del Cartelloni in Florence, which was owned by Viviani

Furthermore, Galileo’s elaborate tomb in the Basilica of Santa Croce was partly built using funds left by Viviani for this specific purpose. When the church finally allowed Galileo to be reburied there, Viviani’s remains were moved to the grave alongside his hero.

Galileo's tomb in the Basilica of Santa Croce, Florence. He wasn't allowed a Christian burial until 1737, 95 years after his death

Taken altogether, the events surrounding the writing of Two New Sciences painted a poignant picture of transcending life’s adversities. Despite the harrowing circumstances Galileo faced, his sharing of knowledge brought people together, connecting distance places, times, people and objects.

It certainly seemed like a worthwhile story to tell that resonated clearly with the wider themes of A Different LENS.

The challenge I then faced as a designer was how to connect these events from Galileo’s life in 17th-century Florence to Dreamland in 21st-century Margate.

The next post in this series discusses how I set about bringing Galileo’s story to life through the environments around Dreamland.

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How to try The Gates to Dreamland from home

The Gates to Dreamland is primarily designed to be experienced by walking at the relevant sites in Margate. When you load the A Different LENS map on mobile, only the first of my six entries is visible on the map, and you must discover the remainder by finding the rest of Dreamland's gates in person.

However, you can try a version of The Gates to Dreamland for yourself online via PC/Mac (this is the only way to access all six points of the audiowalk without being in Margate).

To do this, visit the A Different LENS map here and find the blue pin titled ‘The Gates to Dreamland’, with ‘1 of 6’ as a subheading (it is the most southerly blue pin in the main cluster). This is the start of the walk, while the pink pins that lead from it show the route you need to follow. Read the introduction and instructions that appear when you click on the pin.

Then, open up the link here in a separate tab. This is the starting point for the walk in Streetview.

Each point of the audiowalk is located by one of Dreamland’s gates. When you reach the next gate on the walk, navigate back to the A Different LENS map and click on the relevant pin to play the audio for that location. Try to stay in Streetview as much as you can on the walk, but there may be times when you need to check that you’re at the correct location by switching to satellite view and comparing with the A Different LENS map.

The walk should take about 30 minutes to complete. Think about the relationships between the words you hear and what you can see in Streetview.

If you do try it and have any feedback you’d be willing to share, do send me an email using the contact information on my About page.


Wednesday, 23 December 2020

Making The Gates to Dreamland: First Steps

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On 25th September, my new locative audiowalk game The Gates to Dreamland launched to the public. Created as part of the A Different LENS project in Margate, The Gates to Dreamland explores how interpreting our surroundings figuratively, through imagination and motion, can connect us to different places, times, stories and circumstances, finding resonance within our own lives.

Set around the boundaries of the Dreamland amusement park in Margate, it tells the story of Italian scientist Galileo Galilei’s journey towards publishing his final book – one that would change the study of science forever. It imagines the obstacles he faced, under house arrest with his eyesight and health failing, and the changes in perspective that entailed.

In this series of blog posts, I’m going to delve into how The Gates to Dreamland was made, discussing how my contribution to A Different LENS came about, how the design of the project evolved, ideas and inspirations, research and planning, writing the script, how I created the audio, and how this project connects to my other work.

More information on how you can try The Gates to Dreamland for yourself is at the bottom of this post.

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It was back in May when I first heard from Elspeth (Billie) Penfold, the curator of A Different LENS.

I had only just launched Canterbury in 3 Words, a location-based storytelling game played using the What3Words app. But after following Billie on Twitter, she got in touch to say that her and the other artists involved in A Different LENS had been talking about my work.

Identifying some connections between my game and what A Different LENS aimed to achieve, she asked if I’d be interested in getting involved, sending me a project brief and arranging a phone call with me shortly afterward.

The brief struck some promising chords immediately: artists contributing to a widely-accessible digital map that would lead participants on creative walks around different sites in Margate. I could see clear links to my interests and prior work with locative media, the walking arts and site-specific storytelling, as well as the potential for playful contributions.

What I found challenging about the brief, however, was that contributing artists had to respond to a piece of writing by a blind or visually-impaired author in their entries for the A Different LENS map.

When searching online, I found that many of the most famous blind writers had already been chosen by other artists on the project. I also wasn’t aware that any of the more obscure literature I’d read had been written by people with visual impairments.

So I decided to expand my search beyond just ‘writers’ who were blind. And that’s when I found that Galileo Galilei, the famous Italian scientist, had gone blind around the time he published his final book.

The Discourses and Mathematical Relations Relating to Two New Sciences, published in 1638, brought together many of Galileo’s most important findings on kinematics and strength of materials, helping to shape the study of modern physics. Galileo died only 4 years after its publication in 1642.

In particular, it outlined possibly Galileo’s most impactful scientific discovery: that acceleration due to gravity is a constant value, irrespective of an object’s mass. It also contained some of Galileo’s other notable findings, such as those relating to pendulums (he proved, for instance, that the period of a pendulum is the same irrespective of the amplitude of the swing).

In thinking about places in Margate that had some kind of connection to Galileo, I began to think more and more about these physical phenomena that Galileo studied. I was thinking about where you might see evidence of them in Margate, and that’s when my attention turned to Dreamland amusement park.

Dreamland's historic Scenic Railway
Dreamland's historic Scenic Railway

Clearly, when it comes to rides at amusement parks, the motion of bodies and the forces experienced are key considerations in their design. Online, I even found teaching resources using the example of amusement parks to teach students specifically about the physical principles that Galileo first outlined.

It occurred to me that a locative walk through an amusement park like Dreamland could be an engaging platform for people to learn the science by witnessing it in action. But how could I make this an evocative, unique experience, and not just a science lesson?       

When doing more research on Two New Sciences, one of the details that captured my imagination was the writing style. Galileo wrote his scientific manuscripts as dialogues between three characters: Simplicio (reflecting Galileo’s early beliefs as a young man), Sagredo (representing Galilieo’s middle years) and Salviati (representing Galileo’s latest understandings).

This struck me as a surprisingly creative method of communicating scientific knowledge, and I wondered if it could be rekindled somehow for today’s audience.

I already had an idea about how to playfully tie the words of the three characters to the locations in Dreamland.

In the making of Canterbury in 3 Words, I had recently been working with the What3Words platform, a service that divides the world into three-metre squares and gives each one a unique 3-word address (e.g. home.rinse.apply, on Dreamland’s Scenic Railway).

I wanted to find a way for each of Galileo's three characters to communicate a word of the 3-word address for each point on the walk, directing participants on their journey. I wasn’t sure exactly how this would work yet, but the symmetry between the three characters and 3-word addresses seemed too good an opportunity to miss.

In an attempt to flesh out this early idea for my contribution to A Different LENS, I wrote this blurb: 

bodies.in.motion

This idea seeks to explore The Discourses and Mathematical Relations Relating to Two New Sciences by Galileo Galilei. This was the final book Galileo wrote, covering much of his work in physics, and had to be rushed at the end as he became blind before it was finished.

In Two New Sciences, Galileo introduces his subject matter as a dialogue between three characters, Simplicio, Sagredo and Salviati. These figures represent Galileo at different stages of his life, with Simplicio being the youngest and Salviati the oldest. These discussions take place over a period of four ‘days’, with each day covering a new topic, ranging from acceleration to the motion of projectiles.

bodies.in.motion aims to guide participants on a walk that navigates the spaces of Dreamland amusement park, where they will be able to observe and/or hear Galileo’s physical principles in action. This will use the What3Words geolocation system and app, which divides the world up into 3-metre squares and assigns each one a three-word address. For each of the locations participants navigate to in Dreamland, one of the words of its What3Words address will be spoken by each of Galileo’s three characters. Once the location is reached, participants will read and/or listen to a simplified dialogue that explains one of Galileo’s principles at an appropriate part of the park (e.g. the Pendulum ride for thinking about acceleration of falling bodies).

The main focus of the work will be on drawing attention to the creative ways that scientific ideas can be communicated more accessibly, drawing inspiration from Galileo’s use of dialogues between characters. There is a comparison here to how What3Words ‘translates’ the geometric, mathematical properties of GPS coordinates into words, which are easier to communicate and take on greater cultural significance. In this way, the work aims to respond to the project brief and aspirations around making the inaccessible accessible, overcoming challenges and seeing our surroundings differently.

I held onto this concept for quite a long time, as PhD commitments limited opportunities to develop the work further for a couple of months. I was also waiting to hear news about when Dreamland would re-open after the first lockdown, as my design relied on people being able to walk between the rides inside Dreamland and see them in action.

By July, Dreamland still hadn’t re-opened, and eventually the decision was made to keep it closed for the remainder of the summer.

I had to contend with the fact that my idea simply wouldn’t work in the timescale needed for A Different LENS, which was due to launch in September.

I needed a fresh approach; one that could operate beyond the confines of Dreamland amusement park. 

Little did I realise exactly how far the project's reach would extend.

The next post in this series explores how learning more about Galileo's life provided the inspiration for the project’s story.

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How to try The Gates to Dreamland from home

The Gates to Dreamland is primarily designed to be experienced by walking at the relevant sites in Margate. When you load the A Different LENS map on mobile, only the first of my six entries is visible on the map, and you must discover the remainder by finding the rest of Dreamland's gates in person.

However, you can try a version of The Gates to Dreamland for yourself online via PC/Mac (this is the only way to access all six points of the audiowalk without being in Margate).

To do this, visit the A Different LENS map here and find the blue pin titled ‘The Gates to Dreamland’, with ‘1 of 6’ as a subheading (it is the most southerly blue pin in the main cluster). This is the start of the walk, while the pink pins that lead from it show the route you need to follow. Read the introduction and instructions that appear when you click on the pin.

Then, open up the link here in a separate tab. This is the starting point for the walk in Streetview.

Each point of the audiowalk is located by one of Dreamland’s gates. When you reach the next gate on the walk, navigate back to the A Different LENS map and click on the relevant pin to play the audio for that location. Try to stay in Streetview as much as you can on the walk, but there may be times when you need to check that you’re at the correct location by switching to satellite view and comparing with the A Different LENS map.

The walk should take about 30 minutes to complete. Think about the relationships between the words you hear and what you can see in Streetview.

If you do try it and have any feedback you’d be willing to share, do send me an email using the contact information on my About page.


Thursday, 1 October 2020

Mapping Space | Mapping Time | Mapping Texts Conference Poster

On 29th September, the Mapping Space | Mapping Time | Mapping Texts Conference was held online by Chronotopic Cartographies, in partnership with the British Library. Chronotopic Cartographies is a research project at Lancaster University, developing digital methods and tools that enable the mapping of literary works.

This interdisciplinary conference aimed to explore creative, conceptual and digital methods of mapping the spaces and times of a range of texts, bringing together fields as varied as the digital humanities, cartography, geography, literature, narratology and gaming. It asked what mapping a text can reveal and the challenges of doing so; how we can meaningfully connect the digital, imaginative and actual spaces of literary texts; and what methods and models might be useful in these endeavours.

This conference was originally due to be held in person at the British Library in July, but after the full scale of the pandemic became apparent earlier in the year, it moved completely online. Instead of presenting papers, delegates were invited to submit posters of their research to be displayed on a virtual poster wall on Flickr. Participants could then network via chatrooms on Microsoft Teams, or in Gathertown –  a virtual conference space that allows users to walk up to a person’s avatar and have a separate conversation with them via video call. The keynote presentations still went ahead as recorded videos which were shared in advance, while live Q&As with each presenter were held at designated times throughout the day.

Though it was unfortunate that we couldn’t hear all the papers in full, the conference team handled the online move very effectively, creating a well-organised and flexible format for engaging with each other’s work. On a personal level, this was also the first time I had produced a poster for a conference, and I was grateful to get experience in showcasing my work concisely using only visual means. I was pleased to get some positive feedback on what I’d produced from those who got in touch with me during the conference.

Here is my poster. You can also view it full-size alongside the other fascinating projects featured in the conference here. It outlines the design of my location-based game Canterbury in 3 Words, explaining the research questions I was asking, how the game works, the design challenges I faced, and the observations I made throughout my fieldwork in making and testing the game.

Big thanks to the conference organisers for making this event happen, and the other presenters for sharing such inspiring and thought-provoking projects.





Friday, 25 September 2020

Launching Today: The Gates to Dreamland

For the past three months – alongside my PhD fieldwork, various conference and event contributions, and running my location-based storytelling game Canterbury in 3 Words – I’ve been working hard on a brand-new creative project.

Today sees the launch of my locative audiowalk game, The Gates to Dreamland.

Set around the boundaries of the Dreamland amusement park in Margate, The Gates to Dreamland explores how interpreting our surroundings figuratively, through imagination and motion, can connect us to different places, times, stories and circumstances, finding resonance within our own lives.

The walk tells the story of Italian scientist Galileo Galilei’s journey towards publishing his final book: the obstacles he faced, his eyesight and bodily health failing, and the changes in perspective that entailed.

Here’s a short blurb:

It’s 1634, and Italian scientist Galileo Galilei is under house arrest for heresy, after illustrating that the Earth revolves around the Sun. Bodily health and eyesight failing, he must transcend his situation to continue his scientific work. Follow Galileo’s journey as he attempts to write one final book that will change the study of science forever. A journey that will transform his perspective on the world, connecting distant places and times through imagination and motion.

Find echoes of Galileo’s words at the gates to Dreamland. Six lost diary entries that reveal a path forward – a process of overcoming adversity and encountering your surroundings with a different lens. The recordings will appear on the map as you approach the locations of each gate. Your journey begins at Dreamland’s Gate A.

The Gates to Dreamland was made as part of A Different LENS, a collaborative story mapping project set in Margate, Kent. It explores how we overcome challenging events in our lives, through responses by several Kent-based artists to the writing of visually-impaired authors. Material produced by the artists for the map engages with methods of making the inaccessible accessible through creative means. The map can be accessed via mobile – with users navigating its content by walking at the relevant sites in Margate – or via PC for those unable to walk there physically.

A Different LENS has been funded by Arts Council England, Margate NOW 2020 and Kent County Council, and was created in association with Margate Bookie.


Soon, I’ll be posting here about how The Gates to Dreamland was made, delving into how my contribution to A Different LENS came about, the ideas and inspirations behind the design, the process of creating the audiowalk material itself, and how it connects to my other work.

The project is also likely to develop further. Due to time limitations and my other work commitments, I wasn’t able to incorporate music and soundscaping into the audio as I had planned. Eventually, I’m aiming to compose short pieces to complement the spoken words you hear on the walk.

But for now, you can enjoy this first version of The Gates to Dreamland yourself by visiting the A Different LENS map here, on mobile or PC.        

This audiowalk game is primarily designed to be experienced by walking at the relevant sites in Margate. When you load the map on mobile, only the first of my six entries is visible on the map, and you must discover the remainder for yourself by finding the rest of Dreamland’s gates in person.

This way, you can gauge the full extent of connections between the words you hear and what you can sense in person at the locations. The trip would also give you the opportunity to explore Margate further and enjoy the other artists’ contributions to the map for A Different LENS.

When accessing the map via PC, none of the entries are hidden from view. If you navigate to the relevant locations for my walk in Google Streetview, you could explore the relationships between what you hear and what you observe; perhaps even the place where you’re listening from.

But if you’re local, or if there’s a chance you could be in Margate anytime over the coming months, then I would strongly encourage you to experience The Gates to Dreamland in situ and explore the town using the A Different LENS map.

One final thing to mention.

As part of A Different LENS, walking artist and writer Sonia Overall is coordinating a series of Distance Drifts: synchronised walks that take place on Twitter each Sunday at 10am. Using the hashtag #DistanceDrift, Sonia will be posting prompts for playful walking that connect to the different entries on the map for A Different LENS.

You can participate in #DistanceDrift wherever you are, and walk in whatever way is possible for you – indoors, outdoors, on wheels, assisted, etc. If you can, share stories and images of your responses to the prompts using the hashtag.

This Sunday (27th September), #DistanceDrift will include a response to The Gates to Dreamland! It would be wonderful to see some of you there on Twitter.

I must end with a huge thanks to Elspeth (Billie) Penfold for her sterling work in curating A Different LENS and inviting me to participate. It is not an easy job to coordinate between several individual artists, organisations and event organisers, arrange regular group meetings, write (and succeed!) with funding applications, advertise the project, upload and edit creative content, and contribute to the map creatively herself. I’m particularly grateful for her patience as I juggled my contribution with my academic work and other commitments, and her persistent reminders to have fun with the project.

Thanks and congratulations also to the other participating artists for their inspiring contributions and helpful discussion in earlier stages of the project. And of course, we’re all indebted to Arts Council England, Margate NOW 2020, Margate Bookie and Kent County Council for supporting and funding this project.


Wednesday, 9 September 2020

Location-Based Games and Place: A YouTube Playlist

On 26th August, I took part in the 2020 RGS-IBG Postgraduate Forum Twitter Conference.

This conference was organised after many academic events were postponed or cancelled as a result of the coronavirus pandemic, meaning that postgraduate geographers have had limited opportunities to share and receive feedback on their work, as well as connecting with other scholars.

For this conference, participants were asked to present their research in 5 tweets. This meant not only adhering to the 280-character limit for each tweet, but also finding creative ways to demonstrate research findings using images, videos, GIFs, emojis, and more.       

As I’m approaching the final year of my PhD, when I’ll be writing up what I’ve found from the past couple of years of research, I thought that the most useful approach to this task would be to think through how I’ll be structuring my research findings in my thesis.

For my conference tweets, I decided to make three short videos (3-4 minutes each), outlining what I’ve learnt about the significance of location-based games for thinking about how people experience place in today’s digitally-mediated world. These draw on examples from my practice-based PhD fieldwork, for which I have been making and testing location-based games myself.

Each video focuses thematically on a particular set of research questions, design challenges and observations I have encountered during my research on location-based games, and connects to a substantive chapter of my thesis:

Interfacing Multiplicity: How can location-based games account for, and engage with, this diversity of embodied, discursive and material elements that make places meaningful? And how is this multiplicity, and the platforms used to interface it, experienced by players?

Bounding Contingency: How can developers of location-based games negotiate the limitations, specificities and contingencies that come with designing games set in physical locations? And how do players themselves negotiate these affordances; how does the playing of games set in physical locations enable people to engage with place in particular ways?

Structuring Feeling: How can we design location-based games that make the process of interacting with a place engaging, meaningful and evocative? What kinds of unique experiences and subjectivities might emerge from the gameplay?

I have now shared these videos as a playlist on YouTube called ‘Location-Based Games and Place’, which you can watch below.

Many thanks to the RGS-IBG Postgraduate Forum team for designing such an innovative conference format and making it run so smoothly. It was inspiring to see a great variety of geographical research presented so creatively on Twitter. Thanks also to those who connected with me during the event by discussing our research and asking/answering questions.




Sunday, 30 August 2020

Canterbury Arts Conference 2020: Location-based games as platforms for site-specific storytelling


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The video embedded above is the recorded presentation I gave at the Canterbury Arts E-Conference 2020, hosted online on 15th July 2020. This is a conference for practitioners and professionals across all disciplines working with the arts, to share knowledge, network and learn about a wide range of creative projects. While this conference is usually held in person in Canterbury, this year's online version was able to showcase a wonderful diversity of creative work from participants from across the world. The theme of the event was 'Art to the Rescue'.
My presentation was adapted from the paper I shared at the 20 Years of Seeing with GPS symposium in June. It discussed the potential of location-based games as platforms for storytelling about place, drawing on findings from testing my own game Canterbury in 3 Words, but this time focusing on its relevance in the creative fields of digital and location-based games, media arts and site-specific art. You can read the words from this presentation below.
I’d like to thank the organisers at Warnborough College for their work in putting together such a vibrant programme of presentations, and making the online conference format work so smoothly. I'd also like to thank my fellow presenters for sharing such exciting, diverse and worthwhile projects, which illustrated why art of all kinds is so important in our societies - now perhaps more than ever.         
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Digital games are now widely recognised as an increasingly influential part of cultures across the world, with a global industry worth more than music and film combined. However, a crucial part of games’ growing recognition as an artistic medium has been their unique capacities for telling stories. Across many different genres of games, creators have been finding innovative ways to use their interactive and playful properties to provoke particular kinds of narrative experiences for those who play them.

Over the past couple of decades, one genre to have risen to prominence is location-based games – those in which a player’s physical location is central to the progression of the gameplay. The opening of GPS to the public in the year 2000 was the catalyst for their emergence. Since then, a wide range of digital devices and platforms have been developed not only to help us locate, but to record and attach different kinds of content to locations, visualise our journeys and share them with others.

Today, these functions are often encapsulated in one device – the smartphone. And it’s on this device that we’ve seen the development of the most popular location-based games. These include apps such as Ingress, Pokémon GO and Harry Potter: Wizards Unite, which are played by tens of millions of people worldwide.

While many predicted that the rise of the internet and digital technologies in our societies would make our physical locations less relevant, these kinds of locative media arts have shown how digital technologies can keep us connected to the sites we inhabit, in some cases arguably intensifying our relationships with our surroundings. To use geographical terms, these media don’t just impact how we think about space – the abstract coordinates we use to mark points on the earth’s surface and the distances between them. Crucially, they can help us encounter sites as places – those that are meaningful to us as humans, associated with particular cultural values, feelings, practices and memories.

In this way, locative media have built on a broader range of site-specific arts, in particular those associated with psychogeography. This toolkit of creative practices – playful, political and narratological – seeks to encounter our everyday environments as sites with layers of meaning and emotional significance that both shape, and are shaped by, our behaviours and the experiences we have in these environments. Today, psychogeography’s traditions echo in the realm of site-specific arts such as audiowalks and place writing, and more recently digital media arts that use technology to reimagine the ways we inhabit places.

My creative practice in making location-based games aims to achieve something similar. For the past two years, I’ve been undertaking a research project for my PhD, investigating the potential of location-based games as platforms for telling the stories that makes places in Canterbury meaningful to us. My focus on storytelling derives from its close relationship with navigation. Our experiences of a place are often shaped by how we encounter and thread together difference pieces of information about it into stories we tell ourselves and others. I’m studying how the design and play of location-based games can intervene in – and help to cultivate – practices of navigation that weave together and bring into focus the diverse narratives which shape our experiences of Canterbury.

This has involved a lot of experimentation, as well as collaboration with local community groups, and has resulted in projects as varied as small, unfinished Geocaching trails to large-scale public projects. For example, in my last big public project in 2018, I was commissioned to make a location-based treasure-hunting game by Canterbury Cathedral Quarter, a group of independent businesses based in the historic streets around Canterbury Cathedral. This resulted in The Timekeeper’s Return, an immersive, story-based treasure hunt played by scanning QR codes, in which over 200 people took part on the day.

In this presentation, I’m going to be focusing on Canterbury in 3 Words, a location-based game I’ve been developing over the past 9 months using the What3Words geolocation service. Aiming to be both playful and participatory, the game involves players telling their stories of Canterbury, and trying to decipher the locations other players write about using the What3Words app.

But first, what is What3Words? What3Words is a free-to-use geolocation system and app that divides the world into 3-metre squares and gives each one a unique 3-word address. These 3-word addresses never change, and are chosen by an algorithm that converts GPS coordinates into the What3Words grid, attaching words from a library of those approved.

The company’s mission is to ‘make everyone, everything and everywhere easy to find’ – the idea being that it’s much easier to communicate location by saying three words than reeling off a list of coordinate digits. This idea came about when a delivery to the company’s founder ended up in completely the wrong location because a driver misheard GPS coordinates being relayed over the phone.

Since being founded in 2013, What3Words has partnered with a growing number of large corporations who make use of their system for purposes such as logistics and automotive navigation. In the UK, the service is often recommended to the public by local emergency services, as a way to quickly and accurately communicate your location in an emergency.

You can try it out for yourself right now. Open up a web browser, go to what3words.com, and in the search bar type in ‘shunts.hammer.honest’. This should take you to a famous Canterbury landmark. I’ll give you a couple of moments to do that now.

As I was developing ideas for my game, I was struck by how evocative the three-word addresses could be, even though their role on the platform itself is very instrumental. Addresses like ‘snows.alarm.builds’ almost seemed to suggest micro-narratives in themselves. Furthermore, as the second address on this slide shows, there were occasionally uncanny moments when the addresses seemed to match or compliment what could be found physically in the locations. It occurred to me that these combinations of words could potentially be interesting tools or prompts for storytelling.

I was also struck by the company’s aim for What3Words to make things ‘easy to find’. I started thinking about whether finding locations easier is actually productive for understanding them as places. I wanted to explore the potential of locative media for engaging with place beyond the purpose of efficient navigation.

The idea of a treasure hunt appealed to me as a type of game that both relies on locating, yet typically entails a slower process of navigation that reconfigures forms of attention with your surroundings. In the process, players adopt a certain critical gaze through which they notice things about their environment that they weren’t previously aware of.

I was particularly inspired by the painted rocks game, which is played in local communities worldwide using Facebook. Players hide rocks they paint themselves in public places, and others post photos with them to show when they’ve been found and rehidden. What struck me was how embedded it is in the everyday life of local communities, relying both on people coming across the rocks during their everyday journeys and when doing their daily browsing on Facebook.

Drawing these ideas together, I devised Canterbury in 3 Words. The game involves sharing stories about places in Canterbury that use all three words of their addresses on What3Words, as well as a photograph clue. Other players can then attempt to find the locations using the information provided and the What3Words app.

The stories are posted on a private Facebook group anyone can join, with players commenting on the posts when they find the correct 3-word address used in the story – without giving it away.

Here’s an example of a Canterbury in 3 Words story. The three words highlighted here are the address words, which have been hidden quite cleverly into the text by the author. If you try typing in these three words into What3Words, you should be able to see this landmark’s location in Canterbury. I’ll give you some time to do that now.

In November and December last year, I tested this game with 15 local people over a period of three weeks. After monitoring the Facebook group and recording my observations, I then interviewed 8 of these players. After analysing the results and updating the game’s design, I launched Canterbury in 3 Words publicly at the end of April. I’m now going to talk about what I’ve found so far both from the initial test and in the early gameplay since the launch.

Firstly, I want to talk about opportunities for transforming people’s relationships with Canterbury through creativity and discovery.

The two stories I’ve shared here were two of the earliest stories shared in the test, and I was surprised by the form they took. The author of the story on the left had decided to write his story as a poem, while the author on the right was inspired to write her story as an example of fantasy fiction.

When interviewing the author of the poem, he highlighted how the requirement of having to include the three words from the What3Words address in his story stimulated his creativity in a way that wouldn’t have happened if he was simply asked to ‘write a story about Canterbury’. The game rules lent him the opportunity to communicate a unique style of place narrative that might not have been shared otherwise.

Meanwhile, the author of the fantasy fiction told me she knew she wanted to write a story about these stone sculptures in the river, but it was the 3-word address that provided the lens through which her place narrative was told. The word ‘ritual’ in particular led her to re-imagine the story behind the sculptures in a way that captured what she understood as the ‘magical’ qualities this place has.

For discovering stories shared in the group, the treasure-hunt format of the game, combined with the small-scale, 3-metre squares of the What3Words grid, made many players newly aware of places they didn’t know existed. I experienced this myself with these two sites. I walk past these spots nearly every day in normal circumstances, but until the game test I’d never noticed these particular details. I was then inspired to find out the history behind them, discovering that the ‘Farewell’ plaque, for example, derives from one side of an old city gate demolished in 1833.

Equally, many players have remarked on how the attention to detail encouraged by this small-scale treasure-hunting gameplay changed how they encountered familiar locations. This participant described how searching for this story location led him to discover how many different styles of decorative lampposts there are in Canterbury, which he’d never appreciated before. The game fostered the kind of critical gaze I mentioned earlier – a form of attunement with players’ surroundings that could re-enchant superficially mundane sites and invest them with new emotional significance.

This attunement process became ever more apparent to me in how individual players negotiated the game’s rules creatively by employing tactics. When sharing stories, in their photographs some players framed their subjects in ways that made the location less obvious by removing context from the image. Also, if the landmark was covered by multiple squares on the What3Words grid, they tended to choose the address with words that were easiest to fit into the story.

When searching for story locations, players often scoured the story texts to find words that seemed ‘out of place’ as clues for those that might be in their What3Words addresses. Furthermore, navigating to the story location for many participants involved triangulating between multiple sources of information outside of What3Words and Facebook, including Google searches, satellite view and Streetview on Google Maps, or even simply asking for help from others.

All these examples demonstrate how the gameplay was able to cultivate creative practices of navigation that used a combination of treasure-hunting and storytelling to transform and re-enchant people’s relationships with Canterbury.

Digging deeper into how players used the game’s digital platforms, however, the test revealed how What3Words and Facebook could be both enabling and limiting in different ways. Because the stories and records of finding them were all online, many players realised that the game could often be played without having to physically be in Canterbury. For those with mobility issues and other commitments, this made the game much more accessible. However, other participants felt that the game would have more ‘merit’ as a method of engaging with place if players were required to go to the sites in person.

For the majority of testers who did play the game while physically being in Canterbury, the granularity of the What3Words grid was sometimes found to be a frustrating limitation for both creating stories and finding story locations. As the 3-metre squares cover such a small area, any GPS inaccuracies on their mobile devices could lead them to a neighbouring square instead. This happened with the story location shown here, where the landmark in question is actually in the square to the right.

The stories themselves are all shared via Facebook, which players have to already use to join in. Despite this, many players have expressed their general dislike for the platform in interview, with some citing privacy concerns. Participants also found some limitations in how Facebook organised information. Posts on Facebook groups are ordered by recent engagement rather than most recently posted, which had the effect of sometimes making newer posts less visible.

Overall, then, we can see that the digital services used for the game had both enabling and disabling impacts on how players engaged with places in Canterbury. While some players negotiated these affordances in ways that provoked creative and re-enchanting methods of navigating the city, in other instances these platforms presented barriers to participation that could be frustrating. Particularly with Facebook, it made me question the ethics of using a platform people often find troubling.

However, the use of these various digital platforms has certainly made a big difference in managing the situation with the Covid-19 pandemic. When the lockdown began just as I was preparing to launch the public version of the game, I was initially quite worried about how people were going to participate. Thanks to social distancing and limitations on outdoor activity, I knew it wouldn’t be possible for many Canterbury people to navigate to the story locations in person.

Having seen how players embraced digital platforms to play the game remotely during the test, though, I was confident that I could make the game online-only and still get enough participation. For the research, this provided an opportunity to study how platforms like Google Streetview allowed people to engage with place remotely. And for the project itself, I was able to advertise it as a fun activity during the lockdown that would keep people connected to the city even at a distance.

Some adaptations did need to be made to the gameplay, though. As well as taking their own photographs of places, participants can now use licensed images from the internet, including cropped screenshots from Google Streetview like this participant did here. While there are some limitations in terms of image quality and framing, it meant that people could still contribute stories without being near Canterbury city centre.

One thing I couldn’t replicate was the experience of encountering places on daily journeys through the city. This low-level engagement with the game was important in the test as the game relies upon people being inspired to write stories about the city and discovering those already shared, and these situational encounters helped to transform the ways testers encountered the city in their everyday lives.

So to provide a new springboard for creativity and interest in the online-only version of the game, I’ve been using two main techniques. The first is weekly themes. At the beginning of each week, I choose a broad theme which players can decide to respond to in the stories they write. These prompts provide distinct perspectives on the city that can sometimes inspire players to share stories about places and experiences that connect with the theme.

More recently, I have also created weekly challenges, where I provide a list of What3Words addresses in Canterbury and players have to work out the connection between them. Although this feature is more curated and perhaps less participatory than the normal gameplay, it’s a fun activity that helps to keep participants engaged with the game and the city at a basic level.

Looking forward, I’ll be continuing to iterate on the game’s design over the coming months. One of my key plans is to create a book out of the stories, which as well as archiving the project could act as an alternative, playful guidebook to the city. In order to gather more stories for the book, I’m aiming to host the game on a wider range of social media platforms and make the whole project more public-facing. If possible, I also want to work with local community groups to reach a more diverse set of people. By making a more long-term and wider-reaching intervention into Canterbury’s social life, I’m hoping that an expanded version of the project based on making the book can make a difference beyond the confines of my research outcomes.           

So while this project is still very much in development, what I hope to have shown in this snapshot of Canterbury in 3 Words are some of the opportunities and challenges that location-based games present for telling stories about places. By reconfiguring locative media away from simply making things ‘easy to find’, location-based games can draw attention to small-scale, everyday places in the city and re-enchant them by telling stories that reveal the unseen emotional residue these sites can have. My work shows that this doesn’t have to be particularly high-tech, but you need to think carefully about which platforms you do choose to use, and the barriers to access and ethical concerns they may present. Despite these limitations, in my case the versatility of the game’s design and the platforms used has meant that people could still participate during the pandemic, at a time when many can’t easily travel to the city centre.

If you’re interested in getting involved in Canterbury in 3 Words yourself, you can find all the information about the game on the project website, and join the game’s Facebook group using the link on this slide. Both of these pages will be updated as the project develops.

Thank you.