Immersive Dickens: Creating a Prototype, Mixed-Reality Experience for 15-18 year-olds
Lead Research Organisation:
Victoria and Albert Museum
Department Name: Research
Abstract
How can we bring digital technology, performance and curatorial practice together to give young people a sense of creative agency when encountering a historical object?
This interdisciplinary, visitor-focused project draws together the curatorial, theatrical, design and technological expertise of three leading partners: the Victoria and Albert Museum (V&A), the UK's national museum of art, design and performance; Punchdrunk Enrichment, pioneers of educational and community-based immersive theatre; and award-winning creative technology studio, The Workers.
Together, the partners intend to prototype a mixed reality environment for the display of archive material - in this case the handwritten manuscripts of Charles Dickens - that will give young people aged 15-18 a sense of creative agency when encountering an historical object.
The manuscripts are the best evidence we have of the creative process of one of the UK's most important and renowned authors, whose work has continuing relevance for young people today. Dickens was an observer of urban material culture and life in a period of rapid technological innovation and widespread financial insecurity, a writer who explored themes that still resonate today. However, the act of writing and redrafting on paper is becoming an increasingly rare (perhaps even obsolete) creative practice. The manuscripts might show us how an author revises and imaginatively iterates - but that process needs to be unlocked for visitors.
By prototyping an immersive experience, centred on the manuscript, we will explore how digital technologies can augment immersive theatre techniques to create a performative environment, one that does not necessarily rely on performers. We will answer the following questions:
How can the interactions between people and objects within a digital and a physical space drive a narrative in a museum context?
How can digital technologies put the museum object at the heart of an immersive experience?
How can the museum object become part of a performance?
Through discovering and understanding Dickens's creative process, we aim to inspire self-expression - an important strand of Punchdrunk Enrichment's projects. We intend for this experience to have a life beyond museum for the children involved - that it will make a lasting appeal to their creative spirit. Getting children to talk about their experiences, encouraging them to write stories, discuss them and expand their vocabulary have been important motivations in Punchdrunk Enrichment's work to date.
This research will be of future creative and commercial value by potentially informing the development of a major exhibition on Charles Dickens at the Museum (2020) and the future display of the V&A's nineteenth-century collections, as well as inform practice beyond the museum itself, and is of institutional significance because it will allow us to not only interrogate the latest technologies, but also to help shape and drive innovation in this area with our peers in the creative and technological industries. We will gauge how methodologies identified through the project will help forge new creative practice, within the museum and beyond, and consolidate our findings in a case study and preliminary toolkit.
The research will help deepen links between creative industries and research sectors by presenting a case study and toolkit to understand, experiment with and exploit immersive technologies to create new experiences. It will help show how the next generation of digital content and services can be conceptualised, produced and exploited within the UK creative economy.
This interdisciplinary, visitor-focused project draws together the curatorial, theatrical, design and technological expertise of three leading partners: the Victoria and Albert Museum (V&A), the UK's national museum of art, design and performance; Punchdrunk Enrichment, pioneers of educational and community-based immersive theatre; and award-winning creative technology studio, The Workers.
Together, the partners intend to prototype a mixed reality environment for the display of archive material - in this case the handwritten manuscripts of Charles Dickens - that will give young people aged 15-18 a sense of creative agency when encountering an historical object.
The manuscripts are the best evidence we have of the creative process of one of the UK's most important and renowned authors, whose work has continuing relevance for young people today. Dickens was an observer of urban material culture and life in a period of rapid technological innovation and widespread financial insecurity, a writer who explored themes that still resonate today. However, the act of writing and redrafting on paper is becoming an increasingly rare (perhaps even obsolete) creative practice. The manuscripts might show us how an author revises and imaginatively iterates - but that process needs to be unlocked for visitors.
By prototyping an immersive experience, centred on the manuscript, we will explore how digital technologies can augment immersive theatre techniques to create a performative environment, one that does not necessarily rely on performers. We will answer the following questions:
How can the interactions between people and objects within a digital and a physical space drive a narrative in a museum context?
How can digital technologies put the museum object at the heart of an immersive experience?
How can the museum object become part of a performance?
Through discovering and understanding Dickens's creative process, we aim to inspire self-expression - an important strand of Punchdrunk Enrichment's projects. We intend for this experience to have a life beyond museum for the children involved - that it will make a lasting appeal to their creative spirit. Getting children to talk about their experiences, encouraging them to write stories, discuss them and expand their vocabulary have been important motivations in Punchdrunk Enrichment's work to date.
This research will be of future creative and commercial value by potentially informing the development of a major exhibition on Charles Dickens at the Museum (2020) and the future display of the V&A's nineteenth-century collections, as well as inform practice beyond the museum itself, and is of institutional significance because it will allow us to not only interrogate the latest technologies, but also to help shape and drive innovation in this area with our peers in the creative and technological industries. We will gauge how methodologies identified through the project will help forge new creative practice, within the museum and beyond, and consolidate our findings in a case study and preliminary toolkit.
The research will help deepen links between creative industries and research sectors by presenting a case study and toolkit to understand, experiment with and exploit immersive technologies to create new experiences. It will help show how the next generation of digital content and services can be conceptualised, produced and exploited within the UK creative economy.
Planned Impact
This Project will lay the groundwork for an immersive exhibition on Charles Dickens (currently under discussion), collaboratively developed by the V&A and Punchdrunk Enrichment, which would target family and youth audiences. It will also align with two current research projects led by the V&A Research Institute and has the potential to inform the future display of the V&A's 19th century collections. Beyond the immediate benefits which it will deliver for the creative partners and a focused group of practitioners, teachers and young people, its potential impact, once methodologies are scaled up and applied in a major exhibition or gallery display, is likely to be far greater.
The project team recognizes the cultural and economic value of content and user-led immersive experience design, and will engage actively with creative industry peers to ensure that the project is supported, publicised, and diffused. The process of iterative design prototyping and user-research will result in a case study and preliminary tool kit that can be used as a training device and stimulus for practitioners working in heritage interpretation, education, youth theatre and interaction design. The researchers will share not only the lessons learnt from the case study project, but offer methodologies and technical solutions that can be applied to future projects. The toolkit will enable the successful development of further immersive educational displays and performances. The application of iterative design process to exhibition development is an innovative step for the V&A which has the potential to become a model for new, participatory, modes of display curation. The project's indirect role in capacity building will encourage and enable future collaborations between heritage organisations and creative industry and technology partners.
This project enables the partners, all sector-leading organizations, to engage with local educators and student audiences. Through the collaborative efforts of this project, these audiences will benefit from engagement with creative industry professionals and museum collections, and contribute to a balanced output of research. Students of English language and literature, creative writing, drama and history will benefit from engagement in the project, and will gain opportunities for personal development and career insights. The project aims to build students' confidence when interacting with historical content and texts and help teachers to use historical collections and performance practices to support creative learning.
Dedicated research webpages on all partner sites and a project blog hosted by the V&A will allow a wider public and professional audience to follow the progress of the research and access the final case study and toolkit. Participating students will also benefit from the opportunity to contribute to the project blog and the recognition given to their contribution on these online forums. From this exposure on the V&A website, which attracts c.13 million sessions per year, the project will gain considerable traction and reach global audiences.
The project team recognizes the cultural and economic value of content and user-led immersive experience design, and will engage actively with creative industry peers to ensure that the project is supported, publicised, and diffused. The process of iterative design prototyping and user-research will result in a case study and preliminary tool kit that can be used as a training device and stimulus for practitioners working in heritage interpretation, education, youth theatre and interaction design. The researchers will share not only the lessons learnt from the case study project, but offer methodologies and technical solutions that can be applied to future projects. The toolkit will enable the successful development of further immersive educational displays and performances. The application of iterative design process to exhibition development is an innovative step for the V&A which has the potential to become a model for new, participatory, modes of display curation. The project's indirect role in capacity building will encourage and enable future collaborations between heritage organisations and creative industry and technology partners.
This project enables the partners, all sector-leading organizations, to engage with local educators and student audiences. Through the collaborative efforts of this project, these audiences will benefit from engagement with creative industry professionals and museum collections, and contribute to a balanced output of research. Students of English language and literature, creative writing, drama and history will benefit from engagement in the project, and will gain opportunities for personal development and career insights. The project aims to build students' confidence when interacting with historical content and texts and help teachers to use historical collections and performance practices to support creative learning.
Dedicated research webpages on all partner sites and a project blog hosted by the V&A will allow a wider public and professional audience to follow the progress of the research and access the final case study and toolkit. Participating students will also benefit from the opportunity to contribute to the project blog and the recognition given to their contribution on these online forums. From this exposure on the V&A website, which attracts c.13 million sessions per year, the project will gain considerable traction and reach global audiences.
| Description | Immersive Dickens was a nine-month research and development (R&D) project run in partnership between the Victoria and Albert Museum (V&A), Punchdrunk theatre company and The Workers technology studio in 2018. It was devised in response to an AHRC and EPSRC joint funding call for academics, businesses and creative industry practitioners to collaborate on 'next generation immersive experiences'. Our goal was to create a prototype immersive experience, within the following parameters: 1. targeting an audience of 15-18-year olds 2. centred on a handwritten manuscript by Charles Dickens from the Forster Collection held in the National Art Library (NAL) at the V&A 3. enabled by a combination of theatrical techniques, digital technology and curatorial approaches. This R&D project had two further aims: 1. to explore the potential of a cross-disciplinary partnership and establish working relationships that could lead to continued collaboration 2. to apply iterative approaches borrowed from software development to exhibition design and model this way of working for future use. As partners we chose to explore how an immersive, technology-enabled experience might become a tool to unlock challenging museum artefacts for young people. Together, we asked ourselves: 'how can we bring digital technology, performance and curatorial practice together to give young people a sense of creative agency when encountering a historical object?' The research project had the following objectives: 1. Deliver a multi-sensory experience that engages 15-18-year olds with Charles Dickens's manuscripts and creative process as a writer, and which stimulates their own creativity. 2. Develop new user-centred, digitally enabled modes of interpretation for literary manuscripts and related objects that are otherwise challenging for visitors to engage with. 3. Make an immersive experience of the Dickens manuscript the starting point for young people to develop their own narratives and creative agency that lasts beyond their immediate encounter with the object. 4. Identify and trial digital technologies that can overcome the physical limitations of live performance, while harnessing its power to engage audiences as an integral part of immersive experience. 5. Conduct user research and user testing through an iterative design process to better understand - and then to meet - young people's needs and motivations when encountering a 'difficult' historical object. 6. Establish good practice between a large, established cultural organization, a pioneering theatre company and a small creative technology company, allowing for each partners' practice to inform, influence and to change as a result of the research. 7. Produce a comprehensive toolkit and case study that will inform and potentially empower museum professionals, creative technologists and theatrical practitioners to create more effective immersive experiences. |
| Exploitation Route | We believe that the case study and toolkit will inform and potentially empower museum professionals, creative technologists and theatrical practitioners to create more effective immersive experiences. The case study explores how we might improve multi-disciplinary working between creative practitioners, heritage professionals and technologists, and the toolkit is a practical tool to help generate ideas for immersive experiences as part of the co-design process. |
| Sectors | Creative Economy Digital/Communication/Information Technologies (including Software) Culture Heritage Museums and Collections |
| URL | https://www.vam.ac.uk/research/projects/immersive-dickens |
| Description | The findings have been presented at two conferences: Culture Geek and the Visitor Studies conference (May and June 2018) to museum, heritage and creative industries professionals. We (the V&A digital media team) are now working with colleagues in the V&A exhibition team to investigate how they might adopt a more Agile approach to exhibition development, which should help to de-risk the exhibition development process by continually iterating and improving the exhibition offer by putting audiences at its heart. |
| First Year Of Impact | 2018 |
| Sector | Creative Economy,Digital/Communication/Information Technologies (including Software),Leisure Activities, including Sports, Recreation and Tourism,Culture, Heritage, Museums and Collections |
| Impact Types | Cultural |
| Title | Tools for Immersion |
| Description | During Immersive Dickens we developed a toolkit to support young people generate ideas for immersive experiences as part of the co-design process. Tools for Immersion are a set of playful idea generation cards for creating immersive events. This deck of cards can be used on your own, or in a workshop. They are available as a physical deck of cards as well as a pdf download (available on the project website https://www.vam.ac.uk/research/projects/immersive-dickens) |
| Type Of Material | Improvements to research infrastructure |
| Year Produced | 2019 |
| Provided To Others? | Yes |
| Impact | This toolkit was a vital part of the co-design process, helping to generate ideas with the young people we worked with in the research project. |
| URL | https://www.vam.ac.uk/research/projects/immersive-dickens |
| Description | Multi-disciplinary partnership |
| Organisation | Punchdrunk Theatre |
| Country | United Kingdom |
| Sector | Private |
| PI Contribution | As a multi-disciplinary project, the partners each contributed different expertise and knowledge to the project. The lessons learnt (which have been consolidated in the case study) should help any multi-disciplinary team involving creative practitioners, heritage workers and technologists. The case study is available at: https://www.vam.ac.uk/research/projects/immersive-dickens |
| Collaborator Contribution | Detailed in the case study at https://www.vam.ac.uk/research/projects/immersive-dickens |
| Impact | Outputs and outcomes detailed in case study. Multi-disciplinary: Technology and software development, digital media, curation, project management, multi-media production, theatre production. |
| Start Year | 2018 |
| Description | Multi-disciplinary partnership |
| Organisation | The Workers |
| Country | United Kingdom |
| Sector | Private |
| PI Contribution | As a multi-disciplinary project, the partners each contributed different expertise and knowledge to the project. The lessons learnt (which have been consolidated in the case study) should help any multi-disciplinary team involving creative practitioners, heritage workers and technologists. The case study is available at: https://www.vam.ac.uk/research/projects/immersive-dickens |
| Collaborator Contribution | Detailed in the case study at https://www.vam.ac.uk/research/projects/immersive-dickens |
| Impact | Outputs and outcomes detailed in case study. Multi-disciplinary: Technology and software development, digital media, curation, project management, multi-media production, theatre production. |
| Start Year | 2018 |
| Description | Conference presentations |
| Form Of Engagement Activity | A talk or presentation |
| Part Of Official Scheme? | No |
| Geographic Reach | International |
| Primary Audience | Professional Practitioners |
| Results and Impact | Kati Price, the PI, spoke at two conferences about Immersive Dickens. Culture Geek ("Designing a minimum viable experience") and at the Visitor Studies Group conference ("Immersive Dickens") both in March 2019, both with audiences of over 500. |
| Year(s) Of Engagement Activity | 2019 |
| Description | School groups (visited V&A for workshops and to experience the prototype) |
| Form Of Engagement Activity | Participation in an activity, workshop or similar |
| Part Of Official Scheme? | No |
| Geographic Reach | National |
| Primary Audience | Schools |
| Results and Impact | Student co-design workshops: We ran a series of two-part co-design workshops with students from four schools across the UK: Caister Academy, Thistley Hough Academy, The Bulwell Academy and Weavers Academy. These workshops aimed to give students an understanding of how immersive experiences are developed. User testing of prototype: At delivery stage, September?October 2018, we asked for feedback during facilitated group discussions after each showing of the prototype display. We organized shows for students and teachers on two days, and for colleagues and stakeholders on another three. In all, the prototype was shown 16 times to 65 audience members. |
| Year(s) Of Engagement Activity | 2018 |
| URL | https://www.vam.ac.uk/research/projects/immersive-dickens |
