Initial Meeting and Ideas Synopses

After bringing together individual ideas for discussion, we held an initial meeting to discuss these and attempt to build on the strengths of each idea as well as developing new ones – looking at what was feasible, what had potential, and what we should leave behind. Based on the feedback initially, the meeting revolved mostly around developing concepts that followed the format of a soundscape-type idea, and incorporated facts related to the cathedral and the magna carta.

We discussed the concept of a treasure hunt with sound clips, to piece together a mystery related to the magna carta but decided that for maximum impact with the target audience, a simple, yet rewarding mechanic would be better. Additionally, as stated in the initial research requirements we were unsure of whether the geographical aspects needed to realise such a concept would work in the cathedral. We discussed the idea of a “match x with y” type of mechanic – for example matching a sound to a picture bearing relevance to the Magna Carta, or the cathedral. A recurring theme throughout the ideas we were spitballing was to use quirky facts and anecdotes to ensure engagement with the concept, as well as a slightly odd sense of humour that would suit our proposed age range.

From this meeting we had decided our proposed idea should so far;

 

  • Use a simple mechanic, as some type of quiz.
  • The primary mode of interaction should be in response to a sound clip of some type.
  • Ensure the app can be used outside of the exhibition.

Ideas Synopses

We refined our thoughts from the meeting into the most salient concepts and analysed them in terms of the brief provided.

 

QR Sound Clue Hunting

Synopsis

Sounds are given as clues in order to find the next, with points being collected along the trail.

How is it used in the environment

The user goes to a point of interest in the exhibition, and scans a QR Code which results in a relevant sound being played, acting as a clue for where the next QR Code can be found in the exhibition. While doing this the user collects points.

Possible Issues

Potential issues with the use of QR Codes in the environment, as well as their engagement rate from consumers. Being aimed at children, QR Codes may not be a desirable mechanic for this concept.

Hook Point

The collection of points works as an incentive for moving around the exhibition and subsequently exploring it. The sounds played and the points of interest link the concept with the Magna Carta sufficiently and provide a basis for including historical facts from the legacy of the Magna Carta, as well as providing a platform for quirky humour as a hook point of the app.

 

Match Sound to 4 Images

Synopsis

A sound is played at a point of interest, which must be correctly matched to 1 of 4 provided images.

How is it used in the environment

The user goes to points of interest where a sound is played (e.g. the clashing of swords, or a squeaking rat) and the user must match the sound to an image. For example, a squeaking rat sound is played, and the correct image could be the skull of William Longspee.

Possible Issues

The humour could be too subtle in cases to work with certain target audiences. QR Codes could suffer issues of engagement, though this could be remedied by making the app standalone, at the expense of engagement with the exhibition.

Hook Point

The concept offers the scope for humour which must be carefully designed depending on the target audience. For example crude sound effects could be used, or the choice of answers given could be humorous. Such as the choice of balloons rubbing together as an answer for a rat sound effect. The 1 in 4 mechanic is proven to work well as a quiz type with the success of apps like “1 word 4 pictures”

 

Match Sound to Historical Figure

Synopsis

User matches a sound to the correct historical figure.

How is it used in the environment

Three historical figures are displayed, and a sound is played. The user must match the sound to the correct historical figure – which would be a quote from the Magna Carta relevant to the character, an action sound relevant to the character (e.g. the dropping into, and stirring of a drink implying it has been poisoned, might match William Longspee).

Possible Issues

Care would have to be taken in order to produce relevant and meaningful sounds, that are both feasible to guess for the target demographic and factually sound.

Hook Point

There is basis for humour in the sounds that are produced and the ways in which they are relevant to characters.

Sound Scenarios

Synopsis

The user has to match soundbites to a scenario or clause of the Magna Carta

How is it used in the environment

The user collects, or is given 2-3 soundbites which are played in succession as clues. Depending on the sounds, the user will be presented with some different scenarios – one of which is represented by the selection of soundbites. For example, if a stabbing sound, a death cry, and a victorious chant were played, this might suggest a figure was killed and this scenario would be offered amongst others, as being the correct one. Once selected, a further set of sounds are played and the player moves on with the story.

Possible Issues

It needs to be ensured that sounds are feasible to match to a scenario, and relevant. Humorous or quirky ideas should not undermine the Magna Carta or exhibition overly so.

Hook Point

Relatively unique concept with a detective/mystery aspect to it. Can be played outside of the exhibition fairly easily, and there is scope for quirky humour as with a selection of sounds, at least one can be quirky with the others being humorous and the concept wont lose meaning.

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