Wednesday, 11 May 2022

DGRG Work in Progress YouTube Series: Spring Showcase 2022

For the past two years, I have served as Postgraduate Representative on the committee of the Digital Geographies Research Group (DGRG), a research group of the RGS-IBG focused on the relationship between geography and the digital.

Working together with fellow Postgraduate Representative Daisy Curtis, and Events Co-ordinator Maxwell Mutanda, one of the main innovations I have overseen during my time on the DGRG committee is the creation of our YouTube channel. As well as hosting recorded video content from events like our Annual Symposium, the channel is home to our Work in Progress series.

This series consists of short videos between 2 and 5 minutes in length, aiming to communicate recent or current work being undertaken by researchers on a wide range of topics that connect geography and the digital. Topics can include emerging research ideas, approaches to research methodology, research findings, approaches to teaching digital geographies and discussion of research outputs.

Through this series, we want to promote the fascinating, diverse work being done in digital geographies throughout the academic calendar and across the globe, developing our research community further.

By keeping the videos concise, our aim is that making them will require limited preparation and time commitment, helping to ease participation from postgraduates, early career researchers and those with caring commitments, for example. The short video format also makes this content highly shareable, helping contributors to communicate their ideas in a digestible way that can reach a wide range of audiences.            

Towards the end of last year and early this year, we announced a new call for contributions to the Work in Progress series. These videos would make up our 2022 Spring Showcase. I’m very pleased to say that this new batch of videos launched two weeks ago, beginning with a beautifully edited video by Jude Jabali (UCL) on the relationship between digital media and the built environment in the redeveloped area of Vauxhall Nine Elms Battersea, London.

Yesterday, we published our second video of the Spring Showcase, featuring Dr. Jamie Halliwell (Manchester Metropolitan University) discussing how fan and sexual identities are expressed within the digital ecosystem of Eurovision fan spaces.

Over the coming weeks, we’ll be releasing videos on topics including digital privacy during COVID-19 and the influence of GIS (geographical information systems) on economic geographies. I will also be contributing a video to the series, discussing findings from my PhD research on how people engage with place through location-based games.

New videos are added to the series every fortnight. Subscribe to the DGRG YouTube channel to be notified whenever a new video is released. You can also follow updates from the research group on Twitter @digital_RGS. We have some exciting plans to develop new ways to engage with digital geographies research in 2022, so look out for more announcements soon from the DGRG.


Friday, 17 December 2021

Call for contributions: DGRG Work in Progress YouTube Series

The Digital Geographies Research Group (DGRG) of the RGS-IBG invites interested researchers, academics, students, or practitioners from around the world to contribute to our Work in Progress YouTube series.

This series consists of digital shorts (videos between 2 and 5 minutes in length) exploring topics across the full breadth of research connecting geography with the digital. Your video could discuss:

  • Recent research findings
  • An emerging research idea or interest
  • A new or upcoming research output, publication, creative work etc.
  • Research methodology
  • Approaches to teaching
  • Uses of digital technologies within academia

View existing videos here to get a flavour of the wide range of topics and approaches showcased in the series. All videos in the series are accurately subtitled.

This format has been deliberately designed to require limited preparation, so is ideal for postgraduates, early career researchers, those with caring responsibilities, or other commitments. In the spirit of being inclusive, staying in touch and trying to support each other, we want to use our channel to promote the fascinating and diverse work being done in digital geographies throughout the academic calendar. We see this as an opportunity to foster community, research development, membership growth and international outreach.

If you’re interested in participating, please submit an abstract to Daisy Curtis (d.curtis@exeter.ac.uk), Jack Lowe (jack.lowe.2017@rhul.ac.uk) and Maxwell Mutanda (maxwell.mutanda@conted.ox.ac.uk) by 21st January 2022 for the Spring 2022 showcase period. 

Anyone that would like to follow the Work In Progress series can do so by subscribing to our YouTube channel and following the DGRG on Twitter @digital_RGS

 

Monday, 18 October 2021

Interrobang?!: The Curious Departure of Dustin Spektor

This Wednesday 20th October sees the launch of Interrobang?!, a genre-busting theatre-meets-online gaming experience that draws you into a real-time thriller, where you become the investigator in a shadowy murder case.

It’s a unique experience full of intriguing characters, interviews, challenges, moral quandaries and puzzles. It’s theatre away from the theatre, and gaming away from the console.

Players use QR code technology and a custom-made website to take a journey through multiple digital spaces. You’ll delve into a database of documents and video interviews, with original music and the odd surreal musical number.

And that’s just what you can play from home. Take your sleuthing outside in Interrobang?! Local, an immersive location-based audio experience that expands the Interrobang?! universe.

Set in the town of Brentford, decipher the locations of hidden messages to uncover the mystery of powerful forces shaping the very places we live. Look out for copies of The Echo newspaper at Watermans and other places around Brentford to begin your journey.        

Interrobang?! Has been created by trailblazing immersive theatre company Gideon Reeling in collaboration with StoryFutures and supported by Watermans, West London’s leading arts centre.

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Hopefully what is written above has whetted your appetite!

You may be wondering what connection I have to this thrilling project.

Throughout my PhD at Royal Holloway, I’ve been a consultant for StoryFutures, an initiative that helps to create and fund R&D projects focused on immersive storytelling. Part of their remit is to connect academics with companies and organisations that can benefit from their expertise.

Back in March, StoryFutures approached me to say they’d had an enquiry from a company called Gideon Reeling, who had just reached their crowdfunding target to develop an interactive murder mystery game. The game would be partly location-based, and they were looking to work with an academic who could help to finesse the user experience and game mechanics to achieve their vision for the project.

I’ve always been a massive fan of murder mysteries as a genre of fiction. And after looking at their Crowdfunder and learning more about Gideon Reeling’s vision, history and ventures as a company (they were once sister company to the immersive theatre pioneers Punchdrunk and have worked with huge names across different industries), I was sold.

Since then, my actual contribution to the development of Interrobang?! has morphed into something much more hybrid and more deeply invested. And I’ve loved every minute of it.

One of my main roles has been helping to shape the game’s narrative design.

In the initial pilot version of Interrobang?! that I tested, there was no website hosting the database of evidence you explore as a player. The whole mystery was divulged via documents, emails and QR codes contained within them, which led to videos.

I was blown away by the detail and intricacy of the story, as well as the acting and humour throughout. I was engrossed with the challenge of identifying the important details in the case and very satisfied when I’d correctly solved puzzles or noticed crucial bits of information.

But there was so much content that I had to play it over two days, taking over 10 hours in total! Part of that was down to me being the kind of player that wanted to note down every detail that might be important. But many of the videos were also very long.

It also wasn’t the smoothest experience moving between all the different pieces of evidence, via the individual documents and emails.

So together with the artistic directors and web developer at Gideon Reeling, we worked to make navigating the game content more intuitive, identify any plot holes and decide what could be cut down (e.g. times when evidence was corroborated by more than one character) to make the experience more streamlined.

One of the most impactful suggestions that I and other testers had was to host the game on an integrated website framed as a police database, which would allow players to view and move between the different pieces of information more smoothly.

I also thought it would be effective to incorporate the player’s note-taking and information-gathering process into this website, through something like an interactive evidence board.                                    

Both of these ambitions have come to fruition. The evidence documents and videos (now much shorter edits) are all accessed via the police database website, which has an interactive evidence board that updates depending on which information you’ve uncovered. It’s a much tighter, more user-friendly experience that envelops you in the Interrobang?! universe.

My other main role in working with Gideon Reeling has been to lead the development of the location-based element of Interrobang?!.

In the pilot version of the game, the only way the player’s physical location mattered was in the suggestion that players go to (or imagine they were in) certain kinds of places to watch the videos that loaded when the QR codes were scanned. The characters would say things like ‘go to the local church’ or ‘find somewhere quiet’, with the idea that the game could be played anywhere.

But we found that players unanimously preferred to be accessing evidence sitting at a desk, preferably in front of a computer, where they could easily take notes, watch/read things multiple times and not use lots of mobile data loading content on their devices. The story also stood so well by itself that being in certain kinds of places made little difference to how it was received.

Through my prior experience in location-based game design, I knew that this component of the game would need to be something much more bespoke; making the most of the specific affordances of engaging with material outside and in physical places.

This led to the creation of brand-new, tailored content that expands the Interrobang?! universe through the use of location-based audio. QR codes positioned around Brentford (home of Gideon Reeling and local arts centre partner Watermans) play a series of voice notes when scanned. These follow the story of one very important character and how they became entangled in the wider mystery and peril of Interrobang?!.

I would love to say more, but I can’t give too much away!

I’m proud to say that I came up with the concept behind this new design of Interrobang?! Local and also wrote the scripts for all of the voice notes, which I then edited together with Gideon Reeling.

Thankfully, Gideon were on-hand in Brentford to do the location scouting, place the QR codes and make the necessary local contacts to turn our vision into a reality.

So, again, when can you take part in these dual online and location-based experiences?

They launch officially this Wednesday, 20th October!

This current version of Interrobang?! is live until 27th January 2022. I say current version because Interrobang?! is an ongoing project. Not only will we be addressing any feedback from this run, but there are plans to add more exciting features to the game website in future versions.

Furthermore, we’re planning to bring the location-based experience to places other than Brentford, partnering with local theatres and arts companies across the country to bring a slice of Gideon Reeling’s immersive magic to different audiences. The script is deliberately designed to be adapted to other places and it’ll be fascinating to see how to story connects to a completely different set of sites.

I’m really excited to hear what people make of both the online and location-based aspects of the game. Do get in touch with me if you want to know more about the project or have any feedback that you want to share.          

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How to take part

Visit the Interrobang?! booking page on the Watermans website to book your ticket to play the game online. Tickets cost £15 and the game takes approximately 2-4 hours to complete. It is suitable for anyone aged 12 or over (contains moderate bad language).

You’ll be asked to provide an email address for each player.

Register to play by following the email link. Log in and begin.        

You’ll need a laptop or desktop for the best viewing experience and a trackpad, mouse or direction keys to make choices through the game.

To take part in the Interrobang?! location-based audio experience, look out for copies of The Echo newspaper at Watermans and other locations in the Brentford area. You’ll find everything you need in The Echo.


Thursday, 2 September 2021

RGS-IBG Annual International Conference 2021: Designing digital games as a geographical research method


Above is a recorded version (with subtitles) of the paper I presented in the Innovative Digital Geographies session at the Royal Geographical Society (with Institute of British Geographers) Annual International Conference on 31st August 2021. This paper discussed designing digital games as a geographical research method and considered the relationship between this method and digital geographical knowledge more broadly, particularly in terms of what we consider 'innovative'.

I'd like to thank Zoe Gardner, Stefano de Sabbata, Katy Bennett and Tess Osborne for convening this fascinating double session, and the Digital Geographies Research Group (DGRG) for sponsoring it. Thank you also to the other presenters in the two sessions for sharing such inspiring research insights and techniques.


Tuesday, 13 July 2021

Digital Geographies Research Group 'Work in Progress' YouTube Series

Since the beginning of this academic year, I have been a Postgraduate Representative on the committee of the RGS-IBG Digital Geographies Research Group (DGRG). The DGRG brings together scholars and practitioners from a wide range of disciplines, whose work engages with the relationship between the digital and geography.

As part of our work within the DGRG committee, we’ve been thinking about ways we can better provide a platform for sharing the research that is happening in our community.       

One popular and successful feature of DGRG events in recent years has been our ‘digital shorts’. These are 2 – 5-minute videos made by researchers to give an overview of an aspect of their work.

Digital shorts have proven particularly popular during the pandemic, as a simple and quick way to communicate research that does not require too much work from the presenter. There were 13 shorts presented during last year’s DGRG Annual Symposium and 11 created for the DGRG-sponsored session Digital Geographies and the Everyday at the RGS-IBG Postgraduate Forum Midterm Conference earlier this year. Other research groups such as the Participatory Geographies Research Group have recently even begun to use the digital short format for their own events.

Following the utility and popularity of the videos in these events, we considered whether we could create an ongoing programme of digital shorts, as a way to share the diversity of digital geographies research with a public audience on a regular basis.       

This idea has led to the launch of our new Work in Progress series on YouTube (also linked at the bottom of this post). This series will feature digital geographers at different career stages and from different disciplinary and methodological backgrounds discussing a wide range of current research.

A couple of weeks ago, we released our first digital short by Phil Jones, discussing the opportunities and challenges of analysing VR content.

Today, our second video has been released. Created by Jeremy Crampton, it discusses his research interests in facial recognition technology and its implications for surveillance in urban life.

We are aiming to publish a new digital short roughly every fortnight from now on.

In the meantime, if you’re interested in hearing more about digital geographies research, you’re in luck. Our annual symposium ‘Where Next for Digital Geographies? Pathways and Prospects’ is taking place online this Wednesday 14th July and is completely free to attend. You can find the full programme and Eventbrite page to book your ticket here.            

    



Monday, 3 May 2021

Making The Gates to Dreamland: Future Directions

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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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When I first agreed to get involved with A Different LENS, I was approaching my contribution as a side project to my PhD research. 

Indeed, I had only just launched Canterbury in 3 Words – a project made specifically in response to my PhD research questions – when I received the brief for A Different LENS. The latter was therefore my opportunity to keep the creative juices flowing, connect with other artists and gain experience in producing another kind of locative digital media art, alongside my PhD work.

It wasn’t until late in the development of The Gates to Dreamland when I realised that my contribution to A Different LENS had been answering those same PhD research questions all along, albeit from a different angle.   

The Gates to Dreamland was fundamentally concerned with the processes through which places become meaningful to us. And being a form of playful locative media that tells a story, I found myself making many of the same considerations as I had done for other projects during the PhD.

These included how to account for the diverse things and processes that make places what they are; how to manage the difficulties of designing for physical locations that can change without warning; and how to make interacting with places using locative and playful media something that is evocative and interesting.

The project seemed too relevant not to incorporate into my PhD research.

So once The Gates to Dreamland launched, I began considering what kinds of material I could gather and analyse to produce useful findings I could write about in my PhD thesis.                        

Fortunately, I am pretty rigorous when it comes to documenting the process behind any creative work I do. I already had numerous design documents, notes and other original files that I could use in my analysis.

But I knew it would also be valuable to discuss the work with other people, to gauge their responses to the project and its relationship with place.

I identified two groups of people who I felt could provide important insights: collaborators in A Different LENS who tackled the same design brief as me, and members of the public who were willing to test the audiowalk and give me feedback.

Opportunities to talk with some of the other contributing artists arose after the opening of A Different LENS for Margate NOW 2020. The project was featured in Sound Walk September, an annual global festival held online to celebrate audiowalks, and as a result we were invited to host a ‘café’ event with Walk Listen Create. We ran this as a ‘Long Table’, where all of the participating artists spoke about their projects as if talking at a dinner party, while attendees could openly ask questions and discuss the work with us.                 

After this more performative event, a group of us then took part in an ‘after party’, where we chatted with each other about how we found the process of taking part in A Different LENS. This allowed me to ask each contributing artist more targeted questions about their experiences in responding to the project brief.             

Alongside this group discussion, I organised a separate conversation with the project curator Elspeth Penfold, who incidentally also wanted to interview me about A Different LENS for her MA research. In the end, the 90-minute discussion we shared left us both with plenty to work with.

As for feedback from people actually trying The Gates to Dreamland, over November and December 2020 I ran a handful of tests with some really great people who volunteered to take part. Due to the pandemic, all of these people participated online using Streetview, with the A Different LENS webapp open on a separate browser tab. After completing the walk, I then interviewed the testers for 30 minutes about their experiences.

I’m pleased to say that the feedback I’ve received so far has been very positive. It was heartening to hear all the connections the testers identified between the areas around Dreamland and the events described in the audio diaries, which were based on Galileo’s life in 17th-century Florence. They picked up on lots of the key themes and ideas I wanted to explore in the work and praised the writing for being engaging and evocative. The testers were also complimentary about my voice performances and the audio quality in general.                      

Alongside this positive feedback, I was grateful to get some constructive comments that could help to shape the future of The Gates to Dreamland.

There were some useful suggestions of small technical changes that might improve the experience for different kinds of participants, such as raising the overall volume of the audio for those without headphones. Many of these ideas were tweaks that can be made relatively easily.

However, the testers also offered some interesting thoughts on how remote participation in the walk via Streetview could be developed further.

I was fully aware before testing that the online-only version of the walk was not a seamless experience. The Gates to Dreamland was primarily designed to be completed in Margate, so simulating the walk via an internet browser was always going to be a compromise.                                          

The testers still found the format effective, though, and wondered whether there could be an opportunity to make a more bespoke online version of the walk.

This would likely involve integrating the audio diaries and navigation via Streetview into a single platform, creating a single, accessible place (e.g. website or app) where people anywhere in the world could access the walk online at any point in the future.

It was also suggested that the online version of the walk could include ambient sound and/or music. This is something I would’ve liked to do for the original version if I had more time, and is certainly a feature I’d be interested in working on for any future versions.

While writing my PhD thesis will prevent me from working further on the project over the coming months, I’ll certainly be thinking about what options are available to take these ideas further.

In the meantime, I’d still be delighted if anybody reading this wanted to try the current online version of The Gates to Dreamland.

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. This is the start of the walk, and the pink pins that lead from it show the route you need to follow.

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 in Streetview, 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.

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.

Before I wrap up, I’m delighted to tell you about one special piece of positive feedback relating to this project.

In January, we learnt that A Different LENS received an honourable mention at the Sound Walk September 2020 Awards! In total, there were 50 different soundwalk projects that were submitted to the event, which were narrowed down to a shortlist of 13 for the awards. To not only be shortlisted but also to receive an honourable mention is a huge credit to everyone involved in the project, and it made me very proud to have contributed myself.

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To finish off this series of posts exploring how The Gates to Dreamland was made, I’d just like to thank a few people who made all of this possible.

First and foremost, Elspeth Penfold, for her sterling work in curating A Different LENS and for inviting me to contribute to the project. I’ve mentioned all the different jobs Elspeth took on in this role previously, but I can now add organising the post-launch events and chatting with me about her curation of the project to the list.

I’d like to thank the other artists who contributed to A Different LENS for their valuable advice, ideas and the numerous conversations we shared that have helped me to make – and make sense of – The Gates to Dreamland.

Thank you to Arts Council England, Margate NOW, Kent County Council and the Margate Bookie for funding and supporting A Different LENS.

And finally, many thanks to those who have tested The Gates to Dreamland and taken the time to share your impressions with me. Your contributions have been a huge help for my PhD research, and will help to shape how the project develops in the future.


Monday, 26 April 2021

Making The Gates to Dreamland: Mapping Between Worlds

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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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The final stage in making The Gates to Dreamland was uploading all the materials for the audiowalk to the A Different LENS map, hosted on a webapp called CGeoMap.

By this point many of the other A Different LENS projects had already been uploaded, and I was able to see how their content was displayed. It was inspiring to find such a treasure trove of media types on the map, including images, audio, text, video and links to external websites, with each entry combining these in different ways to make connections between works by visually-impaired authors and places in Margate.           

I knew that I wanted my entries to remain focused on the spoken diary extracts I had recorded. But seeing the other map contributions did make me consider what might or might not be interesting to include as additional relevant information. I briefly flirted with the idea of summarising or linking to some of the materials I found during my research on Galileo’s life, which I’ve highlighted throughout this blog series.

In the end, I decided that the only content I would include alongside the audio would be a single image for each pin on the map. I wanted users to be as engaged as possible with the spoken diary extracts and their surroundings, rather than feeling the need to spend much time looking at their phone screens.

By sticking to a single iconic image for each pin, the images would help users to easily distinguish between the different entries, which are situated fairly close to each other. I was also able to use the image titles and captions to give little leads to follow, for anyone who wanted to delve deeper into the life of Galileo and the events described in the audiowalk.

The images I chose for each entry all related to an element of the subject matter described in that diary extract. For example, the opening entry includes a present-day image of Galileo’s former villa in Arcetri, Florence, to contextualise what you hear about the building. This then also guides interested listeners to the knowledge that the villa still stands today.

Another example is the portrait of Vincenzo Viviani in the entry where his character is introduced, with a caption explaining how he remained a disciple of Galileo for the rest of his life. Those who were curious could then do their own research, if they wished to find out exactly how Viviani devoted himself to his former master’s studies.

The map entry introducing Vincenzo Viviani, viewed on PC

The one entry that did contain more than just the diary audio and image was the opening entry, which needed some text to introduce the walk and provide guidance as to how my series of entries worked. Because the character limits for sections of text in CGeoMap were quite narrow, I needed to provide this scene-setting and guidance as concisely as possible, but still convey all the necessary information clearly so that anyone could understand.

Fortunately, I was able to get a couple of people who had no prior knowledge of the project to read over what I’d written, advising me on how I could make the text more understandable on first view.

The opening entry of The Gates to Dreamland, viewed on PC

In the spirit of clarity, I also decided to number each of the walk’s entries in their subtitles: ‘1 of 6’, ‘2 of 6’ etc. Unlike some of the other collections of entries on the map, my walk was linear, with the user’s agency coming from the connections they draw between the events in the story and what they observe in the appropriate locations, rather than the order they piece together the story’s events. Numbering the entries would clearly indicate which comes next, how many were left to listen to at any given point and whether an entry had been missed by the listener.

This clarity was doubly important for my walk, as only the first of my six map entries would be visible to those accessing the map via smartphone in Margate. I decided that the remaining entries should only appear on the map when the user got to within 40 metres of the correct location.

This provides a basic ‘treasure hunting’ mechanic when doing the walk in person; encouraging participants to pay closer attention to their surroundings by asking them to find Dreamland’s gates for themselves. Attention to detail is important for the broader experience of the work, as the audio diary scripts make numerous references and figurative connections to things participants encounter when navigating in Margate.

With all these decisions made, the final task was to map my entries.

To make the process of adding the A Different LENS entries to CGeoMap smoother, it was decided that project curator Elspeth Penfold would upload all the materials rather than each individual participating artist.

So once all the content for each of my map entries was finalised, I had to create a document outlining in precise detail exactly where each map pin should be situated (GPS coordinates), what content should be attached to them (titles, subtitles, images, captions, audio files and text – clearly distinguishing between modules, titles and file names) and how this content should be organised.

Elspeth was very efficient with the upload process. After a little back-and-forth to address some small formatting issues, everything was where it needed to be and looked how I wanted it to look.

The Gates to Dreamland launched publicly on 25th September 2020, with the opening of Margate NOW Festival, for which A Different LENS was one of the featured projects.

I’ll finish this series of blogposts by talking a little bit about the public reaction to A Different LENS, the future of The Gates to Dreamland and how it connects to my PhD research on location-based games and site-specific storytelling.

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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.