Location-specific play, driven by immersive technology, is putting movement and proximity at the heart of the experience. Alex Book explores how and why this phenomenon is happening, and introduces Arcade’s Experience Matrix as a new way to assess audience engagement.
Continue readingWhen it comes to immersive, get your strategy right and the rest will follow
The magic window in your pocket
“Play is a fundamental part of life.”
Sten Duindam is one of our hugely talented AR developers. He came over to London from his native Netherlands to join the Arcade team in 2018 as a part of his Creative Technologies Masters course at the University of the Arts Utrecht. We asked him to share some of his thoughts on the tech landscape…
Continue reading5 principles for responsible AR to address screen time phobia
Screen time. We hear a lot about it, almost exclusively in the context of how best to limit it. A small but growing number of resorts, restaurants and other visitor destinations are making the news for offering incentives to customers who lock their phones away, more and more apps are designed to help us (and our kids) spend more time screen-free, and Apple has even launched a built-in screen time limiter with iOS 12. All of which throws more fuel onto the good tech / bad tech fire – and the debate continues to rage.
As practitioners in augmented reality, we are challenged regularly about mobile screen time by concerned clients: “but I want my kids to use screens less, not more” or, “won’t this just make people walk around with their screens in front of their face all the time?”
These are fair challenges, and the immersive technology industry – especially those of us focusing on the mobile side of things – needs to take them seriously. It’s not enough to wave them away with platitudes about how engaging, entertaining and rewarding the experiences are. The truth is, in a world of mounting concern about digital addiction and the antisocial behaviours mobile devices can foster, it doesn’t matter how great an immersive experience is; if it means promoting more time glued to our screens we are only going to encounter more resistance.
Instead, we have to play our part in reassuring society that the innovative, engaging experiences we create have a positive impact on how we engage with the screens in our pockets. Responsible, socially-aware design and development is key, which is why we at Arcade believe in a set of principles that help us achieve just that:
Windows, not screens
To us, your device is a magic window onto an invisible world. The content is not in your phone, it is in the physical environment beyond your phone. Our experiences are designed to make the device as unobtrusive as possible – something to be looked through, not at.
Heads up
Most mobile content is viewed ‘head-down’ – neck and eyes extended downwards, device pointing towards the floor. Our augmented experiences raise the gaze and reacquaint you with the world around you, at eye-level.
Put it away
We design narrative-led, connected experiences that create a virtuous circle of engagement between the physical and digital worlds, which don’t rely on your device throughout. A specific location triggers a digital experience and, when it is complete, your phone goes away again until you reach the next one.
Healthier habits
Mobile usage is not created equal. Immersive experiences like ours are designed to positively shift people’s usage patterns, substituting those that isolate them from the physical world to those which meaningfully engage them in it.
Primacy of place
Lastly, Arcade was founded on a fundamental belief in the importance of place in the digital age; augmented reality is simply the tool we use to foster a deeper connection with, and appreciation of, the world around us. The physical environment drives the technology, not the other way around.
By adhering to these principles, we at Arcade – and the immersive tech industry as a whole – can respond to the challenges that are coming our way with confidence and conviction, that locking phones away isn’t the answer; making them part of our healthy engagement with the world around us is the key.
#augmentedreality #screentime #playableplaces #arcade
It’s beginning to look a lot like spatial
Ready Visitor One….? Why it’s time to say goodbye to the ‘visitor’
wARp Field Test
A New Sense of Place in the Digital Age
The term “sense of place” has been the subject of much Architectural and Social discourse – conceptually it is used to “define the undefinable” bonds between people and places. A sense of place can be described by specific characteristics of a physical place, or by the perceptions of people who visit a place. Crucially those characteristics help foster a sense of authentic human attachment and belonging.
At Arcade we believe that a sense of place has never been so critical to society as it is today. Indeed, our long standing mission is to help define and create a new sense of place in the digital age. Whilst the explosion of digital technology has had huge undeniable benefits, academics are only now beginning to identify some of the widespread side-effects. The decline of traditional social structures mixed with an unparalleled access to technology has uprooted the traditional notion of community. People have been left to self-define their identity through reference to a myriad of media and technology driven sources, often detached from their physical whereabouts. We have become disconnected from our places.
Our medium is Augmented Reality (AR), with which we have identified a huge opportunity for technology to right its own wrongs. Critically AR ties digital information to the real world, thus giving us all the chance to reconnect to the world around us – not despite of, but because of our want for new technology. We believe that the most prescient opportunity for AR to evolve is within the visitor experience industry, where consumers are now demanding personalised services and participative encounters, which ladder towards a new sense of place.
Underpinning our work is the identification and understanding of several key characteristics, which we respect with every line of code we write and every polygon and texture we create. These characteristics combine to create places that are playable. We define play through its more esoteric sense – not gamification – but learning & discovery leading to liberation and empowerment. The playable place achieves the following:
PERSONALISED INTERACTIONS
In the new world of complex identity it is critical that a place should be able to connect to its visitors on their level, displaying a diversity which encourages them to build their own sense of place and empower their self-identification.
LEARNS FROM ITS VISITORS
Our relationship with a place should not be one-way in nature. Our playable places learn from their visitors experiences, and then adapt accordingly – they become responsive in nature and thus elicit a greater emotional connection with their visitors.
BUILDS COMMUNITIES
The very definition of a sense of place lies within the physical and emotive connection to a group of people. Places should not force this, they should cater for many types of emerging community groups and become a place for the many, not the few.
INCREASES PARTICIPATION
The consumer now expects participation ahead of a passive experience, our technology provides this closer connection to a place by encouraging its visitors to truly participate. That could be through the contents of the place, the history and meaning behind a place, or by re-imagining new uses and functions for a place.
REVEALS ITS SECRETS
The static materials and forms that make up our physical world all have stories to tell, every brick and every blade of grass contains a thousand words could it but speak. Well now they can. Through AR we reveal narrative driven information that has never before been experienced in-situ.
IMPROVES OPERATIONS
The custodians of a place have a duty to make the connection between that place and its visitors as meaningful and continuous as possible. This will help advance operations across estates, and can include marketing and brand benefits.
EXTENDS ITS ESTATE
For millennia many places have been hampered by their geographic location, especially when attempting to build relationships with new typologies of visitor. Our technology can break down these boundaries, enabling cross pollination of estate assets and relationships with the user before and beyond their visit.
A new sense of place is not just academic posturing. The building of new identities and new communities within a truly user focused framework leads to advanced levels of engagement. This manifests in higher rates of repeat visit, increased dwell times, higher satisfaction scores and ultimately the achievement of commercial goals.