Turn Left or Turn Right
Overview
This is a location-based immersive audio walk project through the University of Leeds, aiming to allow the audience to explore niche spots that are rarely noticed or explored thoroughly in a fantastical narrative, from which they can learn about the university's value of sustainability. The whole walk will take around 40 minutes and the distance is about 3 km.Info
- Timeline: May - June 2023 (1.5 month)
- Team: Myself (Under the guidance of Dr. Scott Palmer)
Instructions for use
- Download the free Immersive Tours App onto your mobile from the App Store (currently only available on iPhone)
- Search 'Turn Left or Turn Right' in the 'Search for a new tour' box. Select it and click the orange download bar.
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The App will then guide you on your adventure road…Just take your time!
① Discovery
Thanks to the Dr Scott's distinctive teaching style, I was given ample time to explore the campus. I roamed the campus and accidentally crashed into many places I hadn't been before. After all, most of the time, students are always moving back and forth to their stationary teaching buildings, libraries, and student unions without having access to other spaces on campus.
Found interesting works from School of Earth and EnvironmentA mini gallery within the librarySchool park with cemeteryExplored the city follow by other people’s project
The starting point for overcoming a creative block is to start with a small idea. I was over-ambitious at first, trying to create a story across Leeds city centre. However, it was hard to start the project not only for ethical reasons but the audience’s experience. The wandering experiences prompted me the idea of making an on-campus audio walk, tagging interesting and niche locations, and stringing them together into a story.
However, the idea needs to be more specific. It needs to target the audience and choose the spots carefully.
Questions
- What kinds of spots should I choose?
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What theme can I embed in the story?
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What style to tell the story?
Solutions
I took a detailed look at the university website, where more specific information about the campus would be available. I then aimed at sustainability, a value that has long been practiced and promoted by the University of Leeds, which not only organizes various promotional activities but also has this value embedded in the design of several campus landscapes.
My initial concept took shape, with all locations centered around the theme of sustainability. Then I took a close look at locations on campus related to the theme and selected 12 to design a complete route. By directing the viewer's attention to the design of the space (textures, colors, focal points, etc.) to points out how the concept of sustainability is reflected in the space.
Roger Stevens PondSustainable GardenEdward Boyle Library'Wavy Bacon' StatueParkinson StepsBrotherton Gallerythe Great HallClothworkers' BuildingSt George's Fieldthe Grand Beside Old Bar
② Design
Holistic story design
I targeted the audience before designing. The audience will be the current or prospective students at the University of Leeds. I took advantage of the form of audio walk as there are no equipment or time restrictions for spectators, students can start exploring the route whenever they are on campus. Focusing on the young generation, I tend to make the narration in a creative way, which inspired me of sci-fi story.
I constructed the narrative by adopting the perspective of ‘mythos-geography’, where imaginary and individual elements are given equal significance alongside actual historical events. In the envisioned future of 2050, Earth confronts impending doom as its biological systems crumble, leaving only a solitary haven of human existence. The main character of the story stumbles upon a remarkable revelation: her grandfather has bequeathed a diary containing a solution to save the planet. Determined to alter the course of events, she transports the audience to the ‘past’, that is present, and embarks on an environmental mission set within her grandfather's alma mater, the University of Leeds. The narration takes the form of a dialogue between a protagonist and a sci-fi rabbit belonging to a future age. The rabbit raises questions and gives a historical introduction of the route locations, the authors and audience become the equal partners.
Detailed arrangements
Considering the interaction and enjoyment with the audience, I set the starting point of the route design at Roger Stevens Pond, where the time machine will emerge from the water. I chose a mural as the ending spot, which was filled with vibrant 2025 visions of human and environment that echoed the theme of the story perfectly.An innovative place which enhances biodiversity and strenthens landscapingA long long mural with various environmental imagines
As it is a long route, I tried to engage the audience during the interval time, guiding the direction by audio rather than opening the map too often. Moreover, inspired by immersive narratives Her Long Black Hair always guides the audience to feel the ambiance. I followed the practice, guiding the audience to use their senses and bringing the story and the scene closer together. I also added natural sounds to the audio.
Excerpts from the scriptMia: Let's go inside and see what it looks like. Just be careful not to kick someone's snacks while going up the stairs! Oh, wait, can you hear that piano music? Do they play music through speakers here?
(Piano music) (Sound of pushing open a door)
Bunny: Not really. Look to your right. Here, everyone can come and play their own music. Sometimes students passing by stop and share sheet music. A good place to make new friends!
Mia: Yeah, that's what I aspire to—a harmonious life like this.
(Sound of conversation)
In addition, I fused the notion of ‘psychogeography’ from Wright & Sights, creating a specific ‘situation’ to provoke audiences’ re-experiencing. For instance, I hide some notes in drifting libraries and cabins along the route, triggering users to perceive the route in a brand-new way.
Mia: Let's go forward along this path. Can you see some green vegetables on the right side, is this celery? It's been a long time since I've seen such green plant. (Sound of insects, the rustling of leaves)
Bunny: Do you see the bookcase on the left? There are many books in it. (Sound of opening cabinets, taking out books)
Mia: Is this the touch of a book (turning the page). Look, what's falling out, kind of like the paper from Grandpa's diary, it says, 'Now is the best chance,' what does this mean?
B:I don't know. Maybe we'll find out in the next spot. (Birds song, wind sound)Designed some clues and gave hints in app
In previous works, the creator has juxtaposed old photographs with modern photographs of the same angle, linking the past with the present, which is also called 'situated simulations'. Since this story is based on the future, I instead presented a comparison through audio combined with related pictures and texts, leading the audience to reflect on the environmental changes by examining the similarities and differences.
③ Testing and feedback
I started the testing with my classmates around. They found the setting and characters interesting but still raised
problems
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More interaction with the audience is needed outside of the narrative especially at the interval time.
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Each audio should not be too long, or they will lose patience.
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The GPS in the app is not accurate sometimes, making the users take additional time to continue.
Based on the feedback, I enriched the plot and shortened the length of the audio. As for the technical problem of GPS, I will try using other app next time.
④ Reflection
Only when I was actually working on it did I realize that the audio walk was more complex than I imagined before. Not only the interactive parts but also the route and the story require a complex design process. I designed several story scripts in different styles, including horror, science fiction, and romance. I also incorporated some classic film elements into the story (e.g. MacGuffin). Choosing what kind of story to tell was a major challenge that needs to take into account a number of factors including audience, interest, theme, and workability. During the process, I developed a deeper understanding of location-based audio walks as more than just a simple sightseeing tour but an immersive cultural exploration, which needs to have a precise focus on the audience and the theme. The biggest rule is –– everything else revolves around the audience.
There are some limitations to this story due to lack of time and experience. There should be more specific student goals in user design to produce a user profile. The sample size for user testing could also continue to be expanded. If time permits, multiple story scenarios could be designed to research students.