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AHRC Connected Communities Heritage Network Symposium Proceedings 2016 Based on the AHRC Connected Communities Heritage Network Symposium held at University of Lincoln on January 14 th -15 th 2016 Chief Editor: Nick Higgett, Associate Professor Digital Design De Montfort University Assisstant Editor: Nuntamon Kutalad, De Montfort University Review Committee: Nick Higgett, De Montfort University Dr Emily Baines, De Montfort University Dr Philip Riden, University of Nottingham Published by the Connected Communities Heritage Network www.hertitagenetwork.dmu.ac.uk Email: Nick Higgett at nph@dmu.ac.uk

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Page 1: AHRC Connected Communities Heritage Network ......AHRC Connected Communities Heritage Network Symposium Proceedings 2016 Based on the AHRC Connected Communities Heritage Network Symposium

AHRC Connected Communities Heritage Network

Symposium Proceedings 2016

Based on the AHRC Connected Communities Heritage Network

Symposium held at University of Lincoln on January 14th-15th 2016

Chief Editor: Nick Higgett, Associate Professor Digital Design

De Montfort University

Assisstant Editor: Nuntamon Kutalad, De Montfort University

Review Committee: Nick Higgett, De Montfort University

Dr Emily Baines, De Montfort University

Dr Philip Riden, University of Nottingham

Published by the Connected Communities Heritage Network

www.hertitagenetwork.dmu.ac.uk

Email: Nick Higgett at [email protected]

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CONTENTS

Page

1. A VIEW FROM THE OTHER SIDE: “WEST ENDSTORIES” A CASE STUDY OF CO-PRODUCTION 3

Green J

2. CIRCULAR STORYTELLING: REIMAGINING STORIES AS

A MEANS OF DOING COMMUNITY HISTORIES 9

Ravenscroft N et al

3. “A CRACK IN TIME 2015” – IMMERSIVE LEARNING THROUGH

PERFORMANCE IN MUSEUM & HERITAGE SETTINGS 14

Rumney P et Scriven N

4. INVESTIGATING THE IMPACT OF MOBILE PHONE APPS ON

THE EMOTIONAL REACTION AND ENGAGEMENT OF

VISITORS TO THE CULTURAL QUARTER, LEICESTER 21

Wilkinson J

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A VIEW FROM THE OTHER SIDE: “WEST

ENDSTORIES” A CASE STUDY OF CO-PRODUCTION

Judith Green St James’ Heritage and Environment

Group

Newcastle upon Tyne,

Tyne and Wear, UK

Email:[email protected]

ABSTRACT This paper presents a case study of co-production from the

perspective of a small community- based organization 1

which was one of three partners in the project alongside an

academic institution and a city museum and archives service.

“West End Stories” is based in the multiply deprived

community of Benwell in Newcastle upon Tyne and is part

of a larger community- university research project called

Imagine North East. The “West End Stories” project uses

objects to tell stories about the local area and its changing

community, developing from a museum- based exhibition

into a series of outreach exhibitions across local community

venues, and thence into a permanent online exhibition. The

paper describes the benefits and problems encountered,

arguing that the strength of the “West End Stories” project is

largely attributable to the fact that it grew out of a pre-

existing working relationship between the museum and the

community organisation which had created a partnership of

trust and mutual respect. The university’s facilitating and

supportive role is identified as a key factor in its success.

Keywords: Co-production, Benwell,

INTRODUCTION

In recent years, there has been a growth of interest in ideas

of co- production within a number of areas of academic

inquiry, notably social, heritage and cultural studies, fuelled

by funding available from sources such as the Connected

Communities programme for work carried out in partnership

with external organisations. The notion of co-production is

1 The author was a participant in a Connected Communities project

– Imagine – Connecting communities through research, funded by

the Economic and Social Research Council, Grant Reference

ES/K002686/1. 2 Durose,C., Beebeejaun, Y., Rees,J., Richardson,J. And

Richardson,L. (2011) Towards Co-Production in Research with

Communities.Swindon: AHRC.

deceptively simple but in practice, as with community

development with which it shares common roots, it is not just

a technical method of working but can have varying

objectives and impacts depending on the values and aims of

the participants.23

In consequence, despite the rhetoric of equal partnerships, there can at times be a mismatch between theory and

practice. 4 Organisations working at the community level

have found themselves often in demand as “partners” in

diverse projects led by local universities aiming to engage them in researching a particular topic, in creating an

exhibition or event, or improving their skills in some way. At

the end of the particular project the academics go away

armed with material for use in publications and conference presentations, and hopefully a valuable contribution to

knowledge is achieved along the way. For the community

partners the benefits are variable. There are undoubtedly

good examples where the experience of coworking can be

positive, bringing enjoyment, opportunities for learning and

acquiring new skills, and valuable resources. In contrast there

are cases where involvement in such a project has had a

detrimental effect on the local organisation by undermining

its own work through belittling its skills and knowledge,

frightening off volunteers with excessive demands or off-putting specialist language, or diverting the organization

from its core work with consequent loss to the community,

while meanwhile promises made at the outset of the

partnership remain unfulfilled. Somewhere in-between there

are many examples of projects where both partners gain

some benefit, although this is not always within a framework

of mutual understanding and agreement about the overall

mission. As one key participant in a recent community-university research partnership project responded to an

evaluation question asking what benefits he had obtained

from working with a local university for two years:

3 Meade,R., Shaw,M. and Banks,S. (2016) Politics, Power and

Community Development. Bristol: Policy Press. 4 Gilchrist, P., Holmes,C., Lee,A., Moore,N. and Ravenscroft,N. (2015) eprints.brighton.ac.uk.

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‘Mild amusement and bafflement. I haven’t an idea what they

got out of this whole exercise’.

This paper describes “West End Stories”, a case study of

coproduction in progress, which embodies a model that is more akin to a “mixed economy” model without necessarily

the implicit assumption of consensus which is arguably the

holy grail of co-production.

THE PARTNERS “West End Stories” is the co- product of a three- way

partnership, supported by Connected Communities as part of

a larger ESRC- funded research project called “Imagine”

looking at civic participation and involving multiple

universities and community partners across the UK. The

academic partner for “West End Stories” is Durham

University’s Centre for Social Justice and Community

Action, responsible for coordinating the “Imagine North

East” strand of the programme. 5 The university research

team had identified the west end of Newcastle - an area with

a long history of social deprivation and community action - as a site for a research project, part of which would involve

investigating how local communities understand and

evaluate their history and imagine their future. The Centre

had a pre- existing commitment to the co- production of

research in a way that does not privilege one type of

knowledge over another, as well as a belief in the importance

of building on existing relationships.6 During the planning

phase of the project, following discussions with a number of

key informants working within the community, they

recognised that this area already had a strong and vibrant community and voluntary sector infrastructure and agreed to

build on this by engaging as community partners seven

diverse community-based organisations in addition to

Newcastle’s museums and archives service. This was not the

easiest route to have taken from a management and

coordination point of view but it worked in practice because

the organisations involved were well established and well

networked and shared a culture of practical partnership

working across the area. Tyne and Wear Archives and Museums service ( TWAM) was identified as a community partner at the outset. TWAM

serves the geographical area of the former Tyne and Wear County Council, and operates seven museums and art

galleries and two Roman forts as well as the county archives

service.7 Whilst the specific project that TWAM was to work

on as part of Imagine North East had the support of senior management, the role of actually working on it was

5 https://www.dur.ac.uk/beacon/socialjustice/imagine/ 6 Centre for Social Justice and Community Action, Durham

University (2011) Community-based Participatory Research: Ethical Challenge. https://www.dur.ac.uk/beacon/socialjustice/researchprojects/cbpr/ 7 https://twmuseums.org.uk

delegated to the small outreach team based at Newcastle’s

Discovery Museum. This was fortuitous as the outreach team

had already forged effective working relationships with

some of the west end organisations, notably the St James’

Heritage and Environment Group. St James’ Heritage and Environment Group is a wholly

volunteer-run community-based organisation. This makes it,

while not unique, at least atypical in the environment of

formal research partnerships where the status of a “community partner” may be given to any external

organisation that is not an academic institution. While

accepting that the term “community” is notoriously slippery,

it could fairly be argued that the Heritage and Environment

Group is nearer the real thing than many partners. The Group

became a heritage organisation almost by accident, having

started off as an informal collection of local residents and

volunteers who came together to clear up and map the

historic graveyard of St James’ in Benwell. They came to

realise that the graveyard encapsulated the story of the West

Newcastle communities over almost two centuries during

which the area was transformed from a largely rural area housing some of the most powerful and wealthy families in

the region. In the second half of the 19th century the rapid

development of heavy industry along the riverside turned it

into an industrial powerhouse, home to one of the world’s leading armaments manufacturers among others, and

concomitantly thousands of homes were built for the

workers who flooded in to staff not only the local industries

but also the commercial development of the booming town

of Newcastle. By the late 20th century however it had become

a classic post- industrial area, experiencing multiple social

and economic deprivation and attracting the attentions of

almost every major national “urban”, “inner city” and “regeneration” initiative designed to halt its decline and

stimulate a new era of local prosperity8. Currently the area is

undergoing major physical transformation following the

demolition of large areas of housing and the beginning of a

long-term programme of redevelopment, although at present

this mainly manifests itself in the form of empty sites

signaling what has been lost9 rather than a vision for the

future. The Heritage and Environment Group’s aim is to encourage

people to explore and celebrate the history of the area. As

well as continuing to maintain and improve the graveyard,

the Group runs projects, mounts exhibitions, produces publications and offers activities and resources for people of

all ages.10 As the physical landscape of its history is stripped

away from the community, it becomes more vital than ever

to preserve and share this history in as many other ways as

8 Benwell Community Project (1981) West Newcastle in Growth

and Decline. Newcastle upon Tyne: Benwell Community Project

9 Imagining Benwell: Past, Present and Future (2015). Centre for

Social Justice and Community Action, Durham University, UK. 10 http://stjameschurchnewcastle.wordpress.

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possible. Melvyn Bragg has recently described museums as

“our national memories”11: the Heritage and Environment

Group’s role is, in partnership with others, to be the local

memory of the west end community. Beyond this, the

Group’s work can be seen as an example of action-research,

using heritage as a means of exploring issues of identity and supporting community activism in an area ravaged by

economic and social change.12

ORIGINS OF “WEST END STORIES” One significant difference between many projects led by academic or heritage institutions projects and those

underpinned by a community development approach is that

the latter tend to have a pre- history and a continuing but

unpredictable future life, and therefore can be more rooted in and responsive to the local community.13

This is not a

criticism of academia or museums: it is merely a

consequence of the fact that funding often comes in one-off

slabs of money for clearly defined projects with pre-determined outcomes and fixed timescales. However it is

important that the institutions who hold the money and status

recognise that such community partners bring added value in

terms of local expertise and knowledge, as well as a network

of relationships and connections, and also that they have their own agendas and needs which cannot simply be

subsumed under the requirements of an external organisation

with a different culture and priorities. “West End Stories” has been an evolving project which has

gone through several major phases, able to respond flexibly

to local interest and need rather without having to abide by a

predefined plan with specified outputs laid down at the

outset. It initially came out of an ongoing working

relationship between the Heritage and Environment Group

and TWAM, a relationship which has been developed and

maintained over several years and reflects sustained and frequently difficult efforts to negotiate ways of

accommodating the diverse priorities and interests of the

institution and the community within a coherent framework

of planning and delivering effective projects. Despite the

inequalities in prestige, power and resources of the two

partners, this can fairly lay claim to being a genuinely equal

partnership. The process is described from the perspective of

the TWAM outreach team: ‘When we set out in 2012 to meet people and

groups in the west end, we slowly realised that we

( Tyne & Wear Archives & Museums) need the

“community” more than they need us. We wanted

to create long term, genuine partnerships, built on

1121.2.16 http://www.bbc.co.uk/programmes 12

Smith,L., Shackel,P. and Campbell,G. (2011) Heritage, Labour

and the Working Classes. Abingdon: Routledge. 13 Green,J.(2016 forthcoming) ‘Bringing it Back Home: Community- Driven Engagement with Heritage in the West End of

Newcastle upon Tyne’ in Social History in Museums, 40, pp. 47-56.

understanding and respect, that would be mutually

beneficial to all parties. The plan wasn't set down

by a “top down” agenda and a big budget with a

short term aims. We had a window of opportunity

in the light of funding changes and cuts to create

something that would be useful and have real value to the delicate community networks in the

West End. What has evolved from the process now

forms the basis of our community exhibition

programme. The projects and partnerships are

ongoing and, from these, greater links and

partnerships have been made with the museum.’14

For the Heritage and Environment Group, the initial phases of the relationship were governed by caution and suspicion,

informed by previous bad experiences: ‘We’ve had years of external organisations

parachuting into the area with their resources and

connections and top-down plans, and trampling all

over the local organisations that have been

working away for years in the face of so many

difficulties and doing the same sort of work but without attracting the same publicity and

attention.’15

Despite this, the Group was always willing to try out new

possibilities that might benefit the local community. The

working relationship with TWAM started with a number of

modest joint activities aimed at pooling their separate

strengths and resources for mutual benefit. A series of

successful study visits for local residents to explore TWAM’s collections were followed by a joint oral history

project which built on an existing exhibition mounted in

Benwell by the Heritage and Environment Group. The Group

provided the contacts and background information and the local venue, the task of interviewing participants was shared

between the two organisations, and TWAM edited the

material and provided sound equipment so that visitors could

listen to the interviews. These and other experiences over a

period of time persuaded the Heritage and Environment

Group that TWAM was interested in building a long- term

supportive working relationship with local groups,

responding to local needs and interests rather than imposing their own expert ideas, in contrast to earlier experiences of

partnerships with large institutions where communities are

invited to participate in large externally funded projects with

a walk- on part in order to tick the box of ‘community

participation’ and feature colourfully on PowerPoint

presentations at conferences.

The next significant step was the decision to mount a major

14 Written statement by Michael McHugh (Assistant Outreach

Officer,Community Exhibition Programme, Tyne and Wear

Archives and Museums) produced for presentation at Connected

Communities Conference, 2016. 15 Interview with St James’ Heritage & Environment Group

volunteers, 2015.

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joint exhibition. A number of ideas were debated. New digital

platforms were appearing on the scene at this time, and there

was discussion of creating an interactive digital experience. In the event, the inspiration for “West End Stories” was the

British Museum and Radio 4 series “The World in 100

Objects”. This prompted the idea of a much simpler model - mounting an exhibition of the history of the west end which

would eschew overviews, timelines and expert

interpretation, and would comprise a variety of objects,

images and voices that in some way told a story about the

area. The idea of wrapping the exhibition in an imposed

narrative about the development and decline of the west end

was rejected, among other reasons, because the more recent

history of the area, with large-scale demolition and ambitious

but barely realised regeneration plans, has involved some

measure of painful division and conflict within local

communities and the stories told to interpret these events are

still contested. The task of healing divisions was ongoing,

and it was recognised that the museum needed to be sensitive

to the fact that even a casual phrase could be potentially

damaging to fragile community relationships. It was decided

that in “West End Stories” the objects, images and voices would speak for themselves, and interpretation would take

place through a process of interaction rather than a fixed

“expert” view. “West End Stories” was on display at the People’s Gallery

in the Discovery Museum in Newcastle for several months

during 2013. It comprised an eclectic range of objects linked

to the west end, some of which came from the collections held by TWAM’s museums, galleries and archives, and the

rest were contributed by people and groups from the local

communities. They ranged from priceless wood carvings and

Roman artefacts to a hand-knitted tower block.16 “West End

Stories” in the museum was a genuinely joint exhibition, its contents planned by the two organisations, although all the

technical curation tasks of preparing exhibits and creating

displays were carried out by TWAM Alongside the

exhibition, TWAM ran a varied programme of public events and activities to bring people in to the museum and get them

talking to each other and to the organisers, including a talk

and debate about the experience of regeneration in the west

end.

“WEST END STORIES IN THE COMMUNITY” Even before the official launch had taken place, the process

of planning and preparing the exhibition in the museum had

prompted further discussions about future developments, the conclusion of which was that the next move should be to take

16 Ord,J. (2013) ‘Many Stories: One West End: A suburb in the

spotlight at Newcastle’s Discovery Museum’ in Social History in

Museums, Vol 37, pp. 78-80. 17 Watson, S. (2007) ‘History museums, community identities and a

sense of place: rewriting histories’, in Knell, S., MacLeod, S. And

“West End Stories” out of the museum and into the

community. The outreach team had undertaken a search of

the collections housed in their various museums, archives

and galleries in order to identify material connected to the

west end. The search revealed a large number of objects and

documents, most of which had never been on display and whose existence was often hidden behind TWAM’s

complicated cataloguing system. The outreach team felt

strongly that such material should be shared with the

communities to whose history it relates, rather than kept out

of sight in locked basements. They were also aware that the

socio- economic characteristics of the west end, which

includes some of the most deprived neighbourhoods in the

country, mean that most residents are not consumers of

heritage in traditional ways such as visiting museums.

These concerns accorded with the Heritage and Environment

Group’s aim of “doing heritage” within the community and trying to integrate it into everyday life rather than making it

a specialised activity. Thus “West End Stories in the

Community” was devised as a follow- up to “West End

Stories” in the museum. The plan was to take small-scale and

roving exhibitions around public and community venues across the area, with different venues displaying different

exhibitions simultaneously, and the contents of each

changing from time to time. The contents included items

from the previous exhibition in the museum with the addition of a considerable amount of new material. Again this

comprised objects from the TWAM collections, including a

variety of products manufactured on West Newcastle’s once

thriving riverside industrial area, and objects contributed by

local residents and group. This time however the locally

sourced material comprised the greater proportion of the

exhibits. There is considerable evidence of the value, both to

the growth of heritage knowledge and for the participants

themselves, of facilitating people to tell their own stories.1718

Collecting objects locally of personal or community

significance, together with the stories attached to them,

offered a means of doing this. An important part of the

project therefore was a process of appealing, mainly by word

of mouth and personal contact, for people to loan or donate

objects that in some way told a story about the area’s history. These voluntary contributions were supplemented by focused efforts by the Group’s volunteers to find objects to

illustrate particular aspects of that history (such as a stone

furtively removed from the remains of a boundary wall of a

former grand mansion) . One of the lessons learnt was that

objects do not have to be intrinsically interesting or attractive

to tell an interesting and important story about specific local

places and people or to be salient to a community’s sense of

identity today. For a local audience with their personal

memories and nexus of relationships, it is often the

Watson, S. (eds) Museum Revolutions, London: Routledge, pp. 160- 172. 18 Crooke, E. (2012) ‘Community biographies: character, rationale

and significance’, in Museums and Biographies (eds Hill, K.). Woodbridge: Boydell and Brewer, pp. 307-318.

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individual and family stories evoked by objects that matters

rather than their wider historical or artistic interest. A cobble

from the pavements of the Lower Scotswood Estate, now

completely demolished but home to many thousands of

people over the years. A piece of coal from the coal seam

next to the last pit to be closed in Benwell, revealed by chance for a few weeks in 2013 during the building of some

new bungalows. A membership card for allotments created

during the First World War to help feed the home population,

disappearing 50 years later as part of a mass slum clearance

programme. A school tie and cap belonging to a former pupil

of a secondary school closed in the 1960s as part of the move

to comprehensive education in the city. An old record book

belonging to a tenants association serving one of the city’s oldest council estates, built in the aftermath of the First

World War to provide homes fit for heroes. All of these

objects evoked memories for thousands of current and

former residents and, by illustrating specific elements of the changes experienced by individuals, described a wider

historical process without any need to lecture or interpret . The information provided next to each object comprised a

short explanation of what it was, its location and context, and the link with particular people if that object was part of their

personal story. Again there was a programme of activities

and events running alongside the first year of the exhibition

in order to stimulate discussion locally and provide opportunities for interactive learning and sharing memories

and experiences.

“West End Stories in the Community” has been displayed in five venues – the parish church, the shopfront of a

community project in the main shopping street and three

local libraries – and is still in progress. It has enabled many

thousands of people who are not normally consumers of

heritage to “do heritage” as part of their daily life, while shopping, paying their council tax or changing a library

book, rather than requiring a special visit to a museum. Taking the museum out into the community was such a

simple idea, but it would be misleading not to mention some

of the practical difficulties encountered along the way. The

practicalities of locating exhibitions in community venues

produced a range of new challenges over the course of the

project. Museums and galleries offer a relatively stable and

predictable environment for mounting exhibitions, but this is

not necessarily the case out in communities. The dominant

culture of museums and archives is understandably

concerned with the preservation and security of objects. This

meant that potential venues had to be checked for humidity

and temperature, security arrangements vetted and insurance

organised. In some cases objects were deemed too valuable

to be allowed outside the museum. The logistics of delivering

and installing museum objects can be difficult, requiring as

it does the use of specialist movers and confronting access

arrangements not designed for museum display cases . Sharing a space with other users with different needs and

priorities, while offering significant benefits in terms of accessing new audiences, created many unforeseen practical

problems requiring delicate negotiation to resolve. Even the

libraries proved problematic as two of the three local

libraries temporarily closed as a result of public expenditure cuts and later reopened following conversion to dual use

facilities, necessitating urgent removal of the exhibitions and

later partial reinstallation, causing havoc to the carefully

planned timetable. To their credit the museum staff have embraced this experience as a valuable learning opportunity

that would contribute to improving their practice within the

community.

“WEST END STORIES”: THE MOVIE

Durham University’s involvement with the “West End

Stories” project began in 2013 when the university was developing the detailed proposal for the “Imagine”

Connected Communities project together with a consortium

of academic and community partners. TWAM had already

been identified as a community partner for the Imagine North East strand of work which would focus on the

historical dimensions of civic engagement. The university’s

Centre for Social Justice and Community Action already had

a track record of working with diverse community partners across the region, and also had expertise in the field of

community development. The research team was therefore

predisposed to be sympathetic to a model of identifying and

working with community partners that recognised the importance of acknowledging the existing community and

voluntary sector relationships that obtained in particular

areas and the benefits to both researchers and community

partners of building on existing work within communities rather than parachuting into an area with a supposedly

innovative project that replicates and potentially undermines

the work of small community- based organisations. The

TWAM outreach team, for their part, were keen to use their involvement in Imagine to develop and extend their

partnership work in the west end. The outcome of a detailed

process of negotiation was a proposal that TWAM, in

addition to offering general support and resources to the

other Imagine North East community partners including access to TWAM’s collections and practical advice on

mounting exhibitions, would work with the Heritage and

Environment Group to produce digital versions of the

objects already collected for the “West End Stories” project . A “West End Stories” website would be created initially to

house this collection of images of objects relating to the west

end, together with photographic images, maps and stories

that would provide a local context for each object. This

website could be added to by the partner organisations on an

ongoing basis after the end of the two-year Imagine North

East project and would represent a legacy of partnership

working in practice. In the words of the Imagine North East

coordinator, Professor Sarah Banks of Durham University’s

Centre for Social Justice and Community Action: ‘I think the combination of the Heritage

and Environment Group and TWAM as an already existing partnership was a

huge asset to Imagine NE – developing

the understanding of university partners

and people from other community organisations about the importance of

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heritage for communities and the role of local groups in documenting and

reclaiming the past – particularly the

lives of ordinary people.’19

The “West End Stories” website will always be a work in

progress. It is not in fact a movie but a set of images. The

principles behind the website are similar to the community

exhibitions: namely, to make available to a wider audience a

range of objects and other material relating to the west end within TWAM’s collections that generally was difficult to

access, to exhibit items contributed by past and present

residents that linked with people’s personal stories, to be

image- led but provide accompanying contextualizing

information such as map extracts and archive photographs,

and to facilitate sharing of information and debate about the

area’s history without seeking to impose an over- arching

narrative. As with the community exhibitions, the practical

process of creating the website has been a genuinely joint

exercise. TWAM chose to use the technical and design

expertise within its outreach team rather than bringing in

website design specialists for the project. This meant that the

process of creating the website was informed as much by an

understanding of the practice of heritage learning and the

priorities and needs of the community as by technical and

design issues. It enabled the Group to be involved throughout

in discussions about design and content on an equal basis,

trusting that the outreach team were genuinely listening and

wanting to achieve an agreed outcome without the suspicion

that they were being blinded by technical jargon. This has

strengthened the final product although the process has not

been without dissension and difficulties, reflecting the desire

to accommodate the needs of all partners with their often

differing cultures and priorities.

CONCLUSION This paper has described one case study of co-production

between three partners from different sectors of the heritage

and research world: a university, a museum and archives

institution, and a community partner from the cheapest and

least professionalised end of the community and voluntary

sector. This example has not been put forward as a particular

model of good practice for others to follow, but it does

illustrate some characteristics of what we would regard as

one successful model of co-production. Perhaps chief among these is the recognition by the more

powerful partners that, as Raphael Samuel has put it, history

is an activity rather than a profession20, with the associated

willingness to abandon the assumption of a hierarchy of

research and knowledge in the field of heritage. Linked to

this is the recognition by the more powerful partners that

they can learn from the process of co-production in ways that

influence their core practice, and a genuine commitment to

changing entrenched assumptions and taking risks.

Just as significant is the importance of building long- term

relationships of trust, honesty and mutual respect as a basis

for genuinely equal working partnerships. This is difficult to

achieve in a period of diminishing resources when funding

is much more readily available for short- term, one- off

projects rather than sustained collaborations and core work. It is not, however, necessarily expensive and it is an

investment that repays generously over the longer term.

Another key feature in the success of this partnership is the

awareness of the social and political context of heritage work

in specific localities. This is partly about understanding that

historical knowledge is not neutral in its impact, in the sense

that the facts that are presented and the stories told about

particular geographical areas and their communities can influence in important ways how people think about the

options open to them to accept or change their situations. It is also about being aware of the complex and fragile

character of local community infrastructures, especially in poorer areas subject to major social and economic changes,

and being sensitive to the risks of damaging these by careless

or unthinking actions.

It is not accidental that, despite the fact that Imagine North

East is a university- led partnership, this case study has said

little about the role of the university in the West End Stories

project. This reflects the way in which the university has

given all its community partners considerable autonomy in running their projects within an initially agreed framework,

producing a patchwork of varied projects designed to

illuminate different aspects of the core research questions . The university’s role throughout the “West End Stories”

project has been to facilitate rather than manage or monitor. It has been flexible and pragmatic in its approach,

recognising the value of learning through trial and error and

leaving space for debate and dissension rather than trying to impose a consensus which would owe more to convenience

than reality.

Underpinning the development of “West End Stories” has been a recognition that academic institutions do not have a

monopoly of research expertise and knowledge. The working

relationship between the three partners has been developed

and strengthened over the two years of the Imagine North East research project by ongoing informal reporting and

discussion as well as through the formal meetings of all

community partners. At the heart of the process has been the

relationship of trust that has been formed – a relationship

based on the ability to co-work on a joint project without any

of the partners sacrificing their own priorities and needs in

the interests of an assumed consensus which in reality is

often defined and imposed by the most powerful partner.

19 Private communication 20 Samuel, R. (2012) Theatres of Memory: Past and Present in

Contemporary Culture. London: Verso.

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CIRCULAR STORYTELLING: REIMAGINING STORIES

AS A MEANS OF DOING COMMUNITY HISTORIES

Abstract

Storytelling, and oral histories more generally, have been

widely used as a means of understanding communities and

their (often multiple) heritages. However, few conventional

projects approach difficult questions about who sets the

agenda, who is - and is not - present, and who ‘owns’ the

outputs. As a result, many communities become

disenfranchised from their own histories. The Collaborative

Stories Spiral (CSS) offers the potential for a new ‘circular’

approach, based on a recursive process of situating,

generating, analysing and remediating stories. The idea of

circularity reflects the multiple movements and

transformations of data and outputs that happen when stories

are told and retold, particularly once community stories are

remediated in a range of forms. This is very much a work in

progress, with some pilot data from an earlier AHRC

Connected Communities Programme grant used to offer

insights into the potential of the CSS to foster ‘interpretative

flexibility’ in the way that stories are generated and used.

Introduction

Since the inception of the AHRC’s Connected Communities

Programme, many researchers have sought to address two

fundamental questions: how can we develop and undertake

a genuinely co- co- operative and co- designed approach to

community research and data generation; and to what extent

might such an approach allow us to rework conventional

academic/community practice boundaries? The focus of our

attention to these questions has reflected the four themes of

community research identified by Mah and Crow ( 2011) -

connection, difference, boundaries and development - in an

experience of communities as dynamic, porous and

contingent learning environments. For us, there is little to be

gained by conceptualising community as a singular or fixed

referent that can be researched, but instead viewing

communities as complex, fluid and evolving phenomena that

can be engaged in a reflexive learning process. In addressing

these questions, therefore, we have worked with co-

production ( Gilchrist, et al, 2015) within a broader

participatory turn ( Jasanoff, 2004) , through which it has

become clear to us that to be engaged in participatory

research is already to be entangled in a series of knots and

chains of complicated histories and their contemporary

manifestations – including now participatory practice and

research.

This conjunction is important to us, for it reflects the

potential for co- designed research practice at the

convergence between community- based facilitation

practice( s) and an academy that is faced with the challenge

of finding new methodologies that address contemporary

society. In this context we understand co- production as a

methodological stance that seeks user involvement in stages

of a design process and draws upon the principle that users

become active in the creative development of a product by

interacting directly with design and research teams. It thus

foregrounds the creative capacities of participants as experts

of their own experiences and, in this case, also skills drawn

from the fields of facilitation and youth work. This focussed

reworking of boundaries reframes questions of power that

operate in an ‘information commons’ (Bruns, 2008), calling

attention to how interests are promoted through collaborative

interaction, how knowledge is generated and used amongst

participants, and how contributions can be coordinated and

integrated.

Neil Ravenscroft and Paul Gilchrist (University of Brighton) Becky Taylor (University of Brighton and Plumpton College)

Niamh Moore (University of Edinburgh) Claire Holmes and Amelia Lee (LGBT Youth North West)

Contact: Prof Neil Ravenscroft

School of Environment & Technology

University of Brighton,

Cockcroft, Lewes Road,

Brighton BN2 4GJ

Email:

[email protected]

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Co-design Process

In working with this conceptualisation through a series of co-

created and facilitated workshops and training programmes,

we brought the ICA_UK’s Technology of Participation into

conversation with conventional academic approaches to

participatory research. We sought, through this process, to

inhabit simultaneously the worlds of practice, reflection,

outcomes and action, as a process through which we could

co- design our approach to community- based participatory

research. Informed by Bruns’ ( 2008: 26) notion of “fluid

heterarchy, ad hoc meritocracy”, the workshops exposed the

epistemological premise(s) of co-designed research, helping

us to confront and address relations of social power between

stakeholders. This process led to the co-design of protocols

of interaction, a sharing of information, knowledge resources

and skills, and a re-emphasis upon the need for collaborative

activity to be of use to the diverse communities in which we

operate. This has emerged from and reinforced a sense of

dynamism in community interactions, although this has also

at times been bounded by the ways in which authority

adheres to particular ideas and people.

Star’s (2010: 602) concept of a “boundary object” has been

useful for articulating our project. For Star, a boundary

object is not so much an edge or border, but rather a ‘shared

space’ that coheres through a collaborative effort involving

sharing and transfer of knowledge and skills. Boundary

objects are structures for doing things together which, like

road maps, may point in directions and lead to different ends,

involving interpretative flexibility which gives scope for

individuals to determine directions based upon use and

interpretation. Crucially boundary objects allow

collaboration without the need for consensus. Boundary

objects require standardisations and infrastructures, which

are often methodologies. Our infrastructure is a co-designed

multi- method model for conceptualising the generation of

data about personal and community histories and

associations ( we have called this the Collaborative Stories

Spiral – CSS - see Figure 1) . Following de Laet and Mol

( 2000) , the materiality of the CSS derives from action, as

well as further interactions between partners, while also

carrying an anticipation of ‘configurational variance’ and

adaptation to local contexts.

The CSS can be read in any direction, but starting at the top

left, the act of situating stories concerns the spatial and

temporal contexts of those involved. It thus bridges the

historical practices of unearthing contingent social, political,

economic and technological complexities of context, and a

prefigurative interpretive stage of recognising the meanings

of peoples’ everyday lives. As it suggests, the next stage

concerns the social and participatory activity of generating

stories. Of course, this activity requires sensitivity to the

power of different media and roles, which has serious

impacts on what it is possible to tell (Gilchrist, et al, 2015) .

Once stories have been generated, there is a reflexive phase

where a story begins to be mediated within a community,

allowing for revisions to the narrative as events are

discussed. Finally, once a settled narrative has been

achieved, the story is often remediated as new biographic

and historic materials are produced; as Gilchrist, et al, (2015: p. 465) assert, “… it is during this phase that the model is

realised as a creative tool for expressing distinct and

recognisable narratives and histories about communities,

their participants and ongoing networks and relationships.”

Figure 1: The Collaborative Stories Spiral (from Gilchrist, et

al, 2015)

Remediating community stories: work in

progress

In developing the CSS we undertook a pilot study that used

some stories that had been situated, generated and, to some

extent, mediated in a food community in the UK, and asked

a community of heritage scholars and professionals in the

Netherlands to undertake an exercise in remediating the

stories for a new, non-specialist, audience. The stories took

shape at a community farm in southern England, through a

series of events organised collaboratively between the

community and the researchers. The community’s purpose

was to revisit its history to reconnect with the impulses that

had led to its formation and, in the process, to celebrate those

who had been instrumental in guiding the farm to its current

configuration (see Ravenscroft, et al, 2102). The community

in the Netherlands had been brought together through the EU

project Francia Media, Cradles of European Culture

(Vicelja-Matijašić, 2015), and wanted new insights into how

to understand the remediation of stories that they were

addressing in their work. The workshop took place in

Amsterdam in May 2015 and was attended by 30 researchers

and archivists connected with the Francia Media project.

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After a brief introduction to the CSS and to the farm and its

community, including a short film featuring the farmers

talking about the farm, the workshop participants were split

into small groups and were given a set of papers containing

sections of stories told by members of the farm community.

They were also told the gender of each of the story tellers,

and whether the story teller was a volunteer or a paid farmer.

The groups were then asked to organise the stories and

narratives from the films into themes and to use these themes

to remediate the stories into a single narrative. The following

examples illustrate the types of materials available to the

groups:

“I have lived … close to [farm] for 40 years and have

walked on the farm and have taken my children to

see the animals. I now have 7 grandchildren who also

like seeing the animals. My second son made his

marriage vows on the farmland. In the evening we

were allowed to use one of the large barns which

they cleared for us and about 30 people ate together

and then we danced the ‘Wise man and the fool’. We

had a wonderful evening that I always remember. ”

(Volunteer, female).

“[ there were] lots of enthusiastic work days, lots of

people turning up right from the beginning. … The

farm had a need for labour; but more than this it

needed the community to be involved - and many

wanted to be involved; this was a crisis; we did a lot

in a short space of time…” (Farmer, female).

“When I first heard about the farm I felt excited

about making links with my past – the idea of

making a transition with a group of like- minded

people. I remember thinking: this is why I am here

… I went to some meetings, not all; I wanted to

become part of the ‘movement’ … To be connecting

with it from somewhere out there gives a new

dimension.” (Volunteer, male).

“I made endless posters for different things. I

remember the ‘crisis’ poster that was put up

everywhere; and the public meetings; and endlessly

baking cakes and making tea – and I don’t remember

what for – we were consumed with the nitty gritty,

not the vision.” (Farmer, female).

“Most farmers these days feel isolated and detached

from the community. Here that’s just not

possible…we have a team who can listen to our

worries and advise us.” (Farmer, male).

“We were a strong group who were interested in

more than workdays and festivals and remained

involved for many years. We wanted to be involved;

it wasn’t cerebral but more from the heart. It was an

exciting time – we were going to solve problems. …

This worked to the extent that it kept alive the idea

of a “community farm” whereas today we have a

structure in the form of the Co- op. In those days it

was a “body of warmth”; we were doing pioneering

work and, as such, made it up as we went along. ”

(Volunteer, male)

“I have been incredibly fortunate: to be able to

follow my vision and principles and to be supported

by the community. I may not have had the best wage,

and I have worked long hours, but I couldn’t have

done it without the community – it simply wouldn’t

have been the same.” (Farmer, male).

“I first supported the farms as a social impulse –

many of us did. That is no longer necessary, but I

feel really connected with the farms every time I go

to shop, or to an event.” (Volunteer, male).

One of the key questions asked by many of the groups was

about the identity of those whose stories has been told and,

of those, which had been selected for the workshop. How did

the groups know if key people or stories were missing? Had

the researchers and community sought out people who had

ceased to volunteer or farm (the answer was yes), had anyone

declined to offer stories (no), had all the stories been framed

and recorded in the same format (no), and so on? In this way

the groups realised that they needed first to situate the stories

for themselves, to help them understand who was involved.

They were also concerned about the multiple ways in which

the stories had been generated and captured, and they also

wanted to know how ‘original’ the transcripts were that they

had been given. All of these questions helped the groups see

the value of the CSS, in terms of both the boundaries of their

enquiry and in terms of the links between socio- political

questions about who was and was not present and who later

has the ‘right’ to mediate or remediate other people’s stories

and narratives. This was considered very helpful when

addressing old manuscripts and stories relating to Europe in

the Middle Ages – what questions should we ask before

undertaking an analysis (or remediation) of these scripts, and

what limits might this impose on the analysis that we feel

that we can undertake?

Having ( largely) accepted the constraints imposed by the

format of the workshop, the groups did interpret the

materials available to them, to form a view that the initial

idealism of the entire farm community – volunteers and

farmers – had played out in different ways – that the farmers

had been able to realise their visions in ways that had largely

eluded the volunteers. The farmers, for example, looked

back to the help that they had needed at the start, and how

this had later allowed them to farm in a way not available to

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conventional ( and isolated) farmers. While the volunteers

shared the early activities, the sense was that they no longer

considered themselves necessary to the farm. This led to a

slight bitterness and longing for the past in some of them,

while others seemed to have adapted to a less engaged but

still supportive role. Interestingly this is quite at odds with

the outcome of the original exercise, where the farmers felt

as if they carried evermore responsibility for the farm, and

that the ideal of co-responsibility had got lost along the way,

as volunteers could no longer contribute in the ways that they

had at the start – or were no longer willing to contribute in

this way.

Reflections

One of the key findings so far is that a heterodox of people

and approaches can tack back and forth between different

locals, different communities of practice, and develop

infrastructures which facilitate the co- design of a model in

the shared space of a boundary object. This boundary object

is where the participants come together to address a shared

concern and at the same time where each individual is able

to navigate a pathway through the model for their own

purposes. In expanding the range of boundary objects to

include a personal and community histories methodology, it

is apparent that community should be conceptualised and

researched as a flexible, dynamic and contingent social form.

However, while suggesting that the participatory turn may

have led to convergence between academics and

practitioners, the model reminds us that authority and power

remain important catalysts of division, particularly in terms

of practical and ethical questions about the outcomes and

legacy of the work.

Nevertheless, the model – as boundary object – does offer

new insights into the processes and tensions that are at play

in generating stories that have a place in, and work on, the

world. Asking questions about how stories are situated and

generated helps us become aware of the differentials of

power between actors, while the mediation and remediation

of the stories remind us that even simple narratives have a

life well beyond the words. This brings into focus other

questions, about the extent to which the act of generating and

mediating stories leads to change in communities – and if so,

what are the implications for those who ask the questions and

give the answers? And what about the impact of remediation,

particularly if it offers an alternative or critical reading of the

stories and, thus, of the community itself?

Next steps

We are commencing a new project in the North of England

that has been framed by the CSS, both to offer a more

thoroughgoing ‘road test’ of its functionality and to examine

the insights that it may offer about some very different

communities living in close proximity to each other. The

plan for the work is based on the kind of tacking back and

forth between different locals that Star recognises, between

communities, volunteer intermediaries and researchers,

testing and refining the CSS, using it to address specific

research questions and then revising it for a range of future

applications. At this stage the model remains very much a

conceptualisation of the full possibilities of a co- design

approach to participative research. One of our tasks will be

to plot the ways in which different groups and communities

of practice tack back and forth between local and specific,

and shared versions, of the model, and how these relate to

whether there are different ‘routes’ through the model that

are used for different purposes, such as facilitation or

reflection, for example. Tracing these different movements

may allow us to specify further the possibilities for our

model as a ‘toolbox’ approach to data generation and

analysis, where different ‘tools’ are used for different

purposes, across different locals. Such an approach could,

we believe, form the basis for reworking the boundaries of

academic-community practice.

References

Bruns, A. (2008) Blogs, Wikipedia, Second Life, and beyond: from production to produsage. New York: Peter Lang.

de Laet, M. and Mol, A. (2000) The Zimbabwe Bush Pump:

mechanics of a fluid technology. Social Studies of Science, 30(2): 225–63.

Gilchrist, P. , Holmes, C. , Lee, A. , Moore, N. and

Ravenscroft, N. ( 2015) Co- designing nonhierarchical

community arts research: the collaborative stories spiral.

Qualitative Research Journal 15(4): 459-471.

Jasanoff, S. ( ed) ( 2004) States of knowledge: the co-production of science and social order. London: Routledge.

Mah, A. and Crow, G. (2011) Researching community in the

21st Century: an annotated bibliography. Unpublished report for AHRC. Southampton University. Available at

http: / / www. community-

methods.soton.ac.uk/resources/Annotated_Bibliography_1_

Sept_2011.pdf

Ravenscroft, N. , Moore, N. and Welch, E. ( 2011)

Connecting communities through food: the development of

community supported agriculture in the UK. Final report to AHRC Connected Communities Programme.

http: / / www. ahrc. ac. uk/ documents/ project- reports- and-

reviews/ connected- communities/ connecting- communities-

through-food/

Ravenscroft, N. , Moore, N. , Welch, E. and Church, A.

( 2012) Connecting communities through food: the

theoretical foundations of community supported agriculture

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in the UK. Working Paper No. 115. CRESC Working Paper Series. Centre for Research on Socio-Cultural Change, Open

University and University of Manchester.

Star, S.L. (2010) This is not a boundary object: reflections on the origin of a concept. Science, Technology & Human

Values, 35(5): 601-617.

Vicelja-Matijašić, M. (ed) (2015) Swords, crowns, censers and books: Francia Media – cradles of European culture.

Centre for Iconographic Studies,

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“A CRACK IN TIME 2015” –

IMMERSIVE LEARNING THROUGH PERFORMANCE IN MUSEUM & HERITAGE SETTINGS

Peter Rumney

School of Art & Design

Nottingham Trent University

Email:

[email protected]

Nettie Scriven

Dragon Breath Theatre

Email:

[email protected]

Abstract

A Crack in Time 20151 was a collaboration between

Papplewick Pumping Station, Nottinghamshire 2, and

Dragon Breath Theatre 3. It was the culmination of 4 years’

action research and interpretation development at

Papplewick with a number of schools and partners.

A 5 hour, immersive performance for schoolchildren and

families, the project explored how museum/ heritage

interpretation can benefit from narrative performance to

engage new, younger audiences, offering visitors an

unusual cultural experience, and unique learning

opportunities. It investigated how site-specific theatre can

be the springboard for interdisciplinary learning about a

site, its history, and important associated local/ global

issues.

The performances at Papplewick were integrated with

follow-up workshops in schools and publication of Online

Education Resources for teachers and parents.

Evaluation with schoolchildren, teachers, families and

stakeholders indicates the project’s approach was very

effective in engaging young people and adults with a museum and heritage site. Evaluation data indicates how

the introduction of empathetic engagement with live

characters; hands on participation in an event; and physical

exploration of the site can challenge and enhance young

people’s learning experiences. Evaluation for the museum,

theatre company, and funders also indicates that the

sustainability (financial and resources) of such a successful

approach to interpretation must be explored if it is to be

advocated to other sites.

Keywords:

Museum and Heritage Interpretation. Young People’s

Theatre. Immersive Performance. Water Education. Multimodal Learning.

Project Aims

A Crack in Time 2015 aimed to:

1. Increase the numbers of young people visiting Papplewick from across the region, through a

programme targeted at schools and family audiences . 2. Find ways to interpret the site in a more interesting

and accessible way, through a performance/ interpretation programme, supported by workshops

in schools and online resources

3. Invite children aged 8- 12+ to gain a new

understanding of their local industrial, water and

social heritage, and enable them, by extension, to

consider the urgent contemporary global issue of

water management and conservation. 4. Engage volunteers directly with the professional

interpretation team, in order to increase

sustainability.

Introduction – preparatory work

The A Crack In Time Project 2015 was the culmination of

four years’ work by artists and educators working in collaboration with Papplewick Pumping Station and local

schools. The project discussed here grew out of two

previous Action and Performance Research phases:

The GET Wet Action Research 4 project (2011-13), led by

the University of Nottingham’s University’s Centre for

Advanced Studies, created an interdisciplinary framework

using Papplewick as the stimulus for a new Water

Curriculum. GET Wet utilised Papplewick’s 130-year-old

pumping station as a catalyst for learning, in line with the

of Papplewick Water Education Trust’s aspirations.

In the subsequent A Crack in Time R&D project (2013) 5,

Dragon Breath Theatre drew on this educational research, and explored the feasibility of a whole day’s interpretation

performance event for schools. This project explored the

Pumping Station as a site for ‘immersive performance’,

bringing the Pumping Station’s history and heritage to life, and raising young people’s awareness of the complexities

of local/global water conservation and management.

Drawing on its work in the two previous projects - and the

audience’s feedback to the R&D programme - Dragon

Breath Theatre brought together a team of

performer/ musicians, visual artists, composers, film

makers and technical experts led by the writer, designer

and production director.

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delivered follow up workshop in participating schools the

week of their visit to Papplewick and published an extensive Online Education Resource for teachers through

the Museum’s website 6.

A framework for the immersive heritage

experience

A number of principles were brought to bear in the

development and delivery of this programme of work.

1. Many of Dragon Breath’s previous theatre programmes

have researched the efficacy of theatre in communicating

complex ideas to young people, using performance as a

stimulus for generating sophisticated understanding and

debate about ideas many pedagogues might consider too

advanced for the target audiences we were working for. E.g.

The scientific and moral dimensions of advances in stem

cell nuclear transfer (The Icarus Project 2005-7, age 13 and

above) , and the nature and dynamics of the universe

(Cosmos 2008-10, aged 4 and above) 7.

These programmes are distinctive in their use of R&D

phases, where artists work alongside children,

undergraduates, schoolteachers, scientists and pedagogues

to develop work reflecting young peoples’ authentic

voices and grounded in pedagogical excellence.

The theatrical principles that underpinned these

productions and schemes of work were:

• Epic, large scale visual theatre;

• Sophisticated poetic text;

• The use of empathy to engage both the emotions and

the intellect;

• and the use of multimedia, music, puppets and

choreography synchronised within a live, narrative

performance event.

These performance principles were brought to bear in A

Crack in Time, and were consciously deployed to create

experiences that went far beyond the ( very legitimate)

delivery of ‘costumed interpretation’ that many museums

and heritage sites employ.

2. As artist-researchers in the 2011- 13 Get Wet project,

the lead artists in A Crack in Time drew on the

pedagogical principles developed by the University of Nottingham team, all of which chime with Dragon

Breath’s methodology, including:

• Connecting with the everyday experiences of

young people, making direct connections between

the past and the present through performance, and inviting children to make local and the global

connections when considering the geopolitics of

water management.

• Developing an interdisciplinary curriculum

inspired by the questions that children have about

water, and, interpreting them in a performance

sphere.

• Developing creative approaches that generate

interest and to help make connections between

areas of knowledge.

• Artists working in partnership with teachers to

develop activities that meet overall curriculum

goals.

In detail, A Crack in Time also drew on core Get Wet

ideas such as:

• The importance of the Papplewick Pumping

Station site visit being built into the curriculum

so that children understand what it is, and why it

is there.

• Specific curriculum ideas, such as virtual water and the urban water cycle to help students explain

things that they see around them, challenge their

understanding of the world, how it works and

should be managed.

These performance and pedagogical principles were

equally important in the whole day immersive event,

the subsequent workshops, and the online education

resources.

The performance interpretation itself investigates how

empathy ( with a character) can firstly, engage and

secondly, enhance a learning experience which might

otherwise remain inaccessible, too complex, or difficult

to understand. This empathetic core is supported by

examination of different approaches to multimodal

learning ( such as kinaesthetic and verbal activities,

singing, walking and reflection) which takes place

during the visit to Papplewick.

The performance sat within a context articulated by

authors such as Black ( 2011) 8 and Jackson and Kidd (2012) 9. As Black observes in “Evaluating the impact of

museum learning”, measuring learning outside a formal

pedagogical setting is never simple. In this context, he

quotes the 1998 Campaign for Learning definition of

learning as “a process of active engagement with

experience. It is what people do when they want to make

sense of the world. It may involve increase in or deepening

of skills, knowledge, understanding, values, feelings,

attitudes and the capacity to reflect. Effective learning

leads to change, development and the desire to learn

more.” Such a philosophy underpinned all aspects of the

Crack in Time project

Sources for interpretation:

The characters, dramatic content, and narrative sweep and

design concepts for the performance were researched from

a number of sources - existing archival sources held on site;

those held at the University of Nottingham Archive; and

material in the public domain. Key to further development

of the piece was oral history undertaken by the team with

the Olifent family, inhabitants of the site who had lived at

Papplewick as children in the 1930s to 1950s, and who

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Papplewick’s living social heritage. This oral history fed

into the development of the script, site design, and filmic

elements.

In addition, the impact of 3 years’ previous project

delivery and research was considerable. Firstly, the wider

scientific, political and educational elements underpinning

and driving the visitors’ experience at Papplewick were

drawn from the extensive action research undertaken in the

Get Wet project. Secondly, the R&D pilot performance

project in 2013 not only scoped narrative content and the

considerable logistical challenges of the project, but also

enabled young people to feed their responses and

evaluations into the process of developing the final content

( e. g. responding to their desire for more engineering

knowledge; and greater participation of female characters

in the narrative)

The immersive performance event:

The performance was delivered by a team of professional

actor/ musicians and stage managers, supported by the

Musuem Director in role, and by Papplewick volunteers. It took place across all of Papplewick’s locations,

including the empty underground reservoir, abandoned in

1902 due to the eponymous “crack” in its walls.

Each visitor was immersed in a range of experiences – performative, hands on and visual. All these were later

evaluated by the audience to test their efficacy fostering

learning and engagement). These experiences included:

• Structured journeys through the varied locations and

vistas of the site, enhanced through design elements;

• Empathetic engagement with the dramatic narratives

of costumed historical characters ( factual and

fictional); • Hands on examination of the site’s elements and

objects, with interpretation support by characters;

• Singing (including participatory song) and music;

• Film interpretation on both micro and macro scale;

• Periods of reflection and discussion at different

points in the day.

Papplewick Pumping Station itself was constructed to pipe

fresh, clean water, pumped by gravitational forces to

Nottingham 9 miles away. It was part of a mission to

eradicate the waterborne diseases that had created such

misery and havoc during the preceding century. During

the day the audience witness - and become involved in - the

dramatisation of events that inspired the building of the

Pumping Station in the1880s.

The journey through the site and its narratives:

On arrival at the site, the audience of 70 discover a

contemporary, indigenous Bolivian water activist camped

outside the museum gates. She raises their awareness of

current global water management issues through song, and

then invites them to step “into the past” by entering

through Papplewick’s gates with her. Once inside the gates, and within the museum landscape,

the visitor becomes part of a variegated story. It is told at

one moment on an epic scale, with vistas populated with

characters, or topographical and engineering features. At

the next moment, there are detailed interactions with both

site and character.

Initially, the Museum’s grounds are populated with unexplained Victorian characters who may have lived or

worked at Papplewick. This invites the viewers to

construct, as they walk through the site, their own

narratives for who the characters be. Several of the

characters, including Mr Montagu the Superintendent and

his wife Mrs Montagu act as guides and interpreters.

Arriving at the cooling pond, the children see Jenny

Sparrow being rowed across the lake. She sings a lament

for her small children, who were victims of the cholera. Jenny inspires Nottingham engineer Thomas Hawksley to

take action. The children engage with Hawksley’s moral

and utilitarian crusade, both to change attitudes, and to engineer viable systems for the supply of fresh water to the

town, Papplewick being the prime surviving example. The

conflict between Hawksley and the nay-sayers and vested

interests he encounters is interrupted by Mr and Mrs Montagu, giving the audience an opportunity to participate

and articulate their understanding of the dramatic conflicts

they are witnessing. The use empathy with the characters

draws the viewers into the story and makes it of

importance to them.

After investigating the Engine House, the audience are

divided into smaller groups for the rest of the day, visiting four characters in separate performance locations in a

round robin sequence - Hawksley ( Engine House) , Mrs

Montagu (Scullery) , Seth the Gardener (Greenhouse) , and

Wilf the Boiler Boy and Jenny Sparrow (Boiler House) . Each location is designed to enhance the original architectural, engineering, domestic or agricultural

features, and enable them to be brought to life by the

characters and the audience themselves.

Each 20 minute scene, (repeated and adapted four times

with different groups), offers the visitor

• Character narrative to empathise with;

• Kinaesthetic activities to deepen understanding of

how the Pumping Station worked (e.g. the pumping

system; the functioning of the great boilers; the

growing of food; the running of the home) • Music/song to give a lyricism to the performance,

engage the emotions, and help memorise learning;

• Discussion between the actors and audience, which could depart completely from script at times in

response to the children’s responses and interests.

The morning ends with the urgent message that there is a problem with Papplewick’s underground reservoir one

mile up the track, a “crack” in the wall, and a promise to

investigate after lunch.

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17 In the afternoon, after reflecting with the team on the

experience of the day so far, the audience walks up to the

reservoir that used to supply Nottingham with water.

This beautiful 20-minute walk (and return journey) afford

opportunities for 1:1 conversations with the

characters/ interpreters, and a chance for each visitor to

construct their own narrative for what they will encounter

when they reach the end of the trail

When they reach the summit, the audience splits into two

in order to visit two distinct sites:

1. They journey down into the empty, mystical, damp,

abandoned underground reservoir. Here they;

• Respond to the location through looking, listening and discussion;

• Witness installations responding to the aesthetics of

the underground architecture;

• Encounter Hawksley singing by the eponymous crack

in the wall. This ‘crack in time’ caused the reservoir to

drain 100 years ago. Hawksley’s ghost connects

Papplewick’s past with the present, and urges the

audience to take action addressing the environmental

impacts of water management in the modern world

‘above ground’;

• View a large triptych projection containing original films of water as a natural phenomenon; used

spiritually and culturally by human kind; and degraded

through our misuse in the modern era. These interactions bring the purpose of Papplewick, clean

water supply, up to date in a modern global context.

2. At the upper site, the audience also visit a large bell tent. Here they witness a resolution of dramatic elements from

the morning, focussing on female characters who are not

usually visible in ‘written’ history ( Jenny and Mrs

Montagu).

The audience take part in role- play with the actors,

developing their characters from the narratives that they

found of most interest, and engaging empathetically once

again with the stories they have encountered on their

journey through the site.

Once the audience has experienced both these locations,

the day resolves with an invitation by the contemporary

Water Guardian ( who had first drawn the audience into

Papplewick’s ‘past’) . Discussing how she has to carry

water for hours each day to survive, and explaining how

much ‘virtual water’ we use on a daily basis ourselves, she reveals her purpose in inviting the children to become

water guardians themselves, as global citizens in the

future.

Contextual activities:

In the post- performance workshops, which included

roleplay, visual art, singing, dance and ritualised

discussion, participants were encouraged to revisit aspects

of the performance narrative and characters, and articulate their own responses to both Papplewick’s engineering

history, and to the contemporary issues raised by the

performance and the site itself.

Teachers were able to follow up these interventions by

utilising on the Online Resources to embed the Papplewick

work within a water- focussed curriculum embracing

science, geography, history, mathematics and literacy.

Evaluation methodology:

The company performed to and worked in depth with 1127

children from 20 East Midlands schools, over a period of

7 weeks. 1120 children were involved in 38 half-day follow

up workshops delivered in the week of their visit to

Papplewick.

The project targeted young people who may not normally have the opportunity to experience cultural events of this

kind.

The effectiveness of the project was evaluated with:

(i) Focus groups of 50 children and their teachers in 6

selected schools representing a wide range of

demographic and geographic circumstances. (ii) A wider sample of 350 children giving written

feedback;

(iii) In-depth written feedback from 10 teachers (iv) Oral responses of teachers, family visitors and

museum and heritage professionals, and the onsite

team including Papplewick’s volunteer

participants.

(v) Videoed feedback by 12 children and 2 teachers,

and 18 other adults including team members, volunteers, the Museum Director and a funding

representative.

In the focus groups totalling 50 children, the evaluation

sessions lasted between 1 and 2 hours, and asked:

• 7 general questions about children’s responses to the experience and what they had learned from it,

providing qualitative data;

• 44 questions about what they had learned about each

specific element in the days’ proceedings, providing

both qualitative and quantitative data.

Evaluation results:

Ways of learning:

The study ascertained that the main way in which children

learned about Papplewick’s heritage was through their

interactions with characters, encountered in varied locations during a geographical journey through the day.

When asked in detail which elements of the day enabled

children to learn (‘discover’) most, the research data shows

the following scored mostly highly in pupil responses: • interaction with the characters and their personal

stories;

• singing songs;

• doing practical physical/practical activities

. The audience’s understanding of the heritage was reinforced and deepened because children engaged with

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18 the characters’ emotional predicaments, rather than simply

having facts explained to them by costumed interpreters.

e.g. from ‘Wilf the boiler boy’ and ‘Jenny Sparrow’ they

learned through interactive drama and song how hard and

dangerous life was in the C19th.

Empathy for these and other character narratives meant the

children were highly motivated to learn more, to ask the

characters questions, and to piece together their own

understanding of Papplewick’s history and importance.

e.g. Mr Hawksley telling his family story - and debating

with the childrenabout ‘right and wrong’ in the world - was

“very interesting and emotionally and deeply explained” (Child) , enabling the audience to understand “how water

was delivered to Nottingham” (Child).

The audience were sufficiently motivated by their interest

in this character to discover complex engineering and scientific concepts, learned through assisting Hawksley

with kinaesthetic activities explaining, for example, Papplewick’s pumping system.

“[ These were] difficult concepts…showing how

Papplewick worked. . . The little one liners and snippets

about [Hawksley’s] father were picked up by the children.”

(Teacher, Lowdham)

e. g. From Mrs Montagu’s physical work/ singing in the

Scullery“[ We learned] how to wash in Victorian times” ( Child) , and that life was hard for C19th women - “No

electricity. No relaxation. . . hard work cooking and

cleaning” (Child).

e. g. Engagement with Seth the gardener helped the

audience connect Papplewick with the necessity for water

in the natural and human ecology. In the Greenhouse, they

learned about the concept of ‘virtual’ ( hidden) water

consumption by eating apples and drinking water

themselves. (This important concept was reinforced in the

bell tent next to the Reservoir and in the subsequent School

Workshops)

The audience could also change the course of some scenes

through questioning and challenging of the characters. As

the day progressed, their reactions to one micro site

influenced their responses to other locations ( e. g. after

meeting and empathising with Wilf in the Boiler House

they often challenged his ‘employer’ Mr Hawksley in the

Engine House about Wilf’s working conditions and

poverty).

In this immersive experience, the empathetic response to

characters, and the moral questions these interactions raised, made the learning of engineering, historical facts or

scientific principles much more embedded.

Sample Focus group responses:

50% of focus group children gave learning through

character interaction 10/10 for effectiveness.

The majority of respondents felt seeing and doing activities

was very effective in their learning.

Singing was considered very helpful to learning by most,

if not all, children.

Understanding the heritage: Both teacher and pupil feedback indicated that children

gained an understanding that “clean water led to life

longevity” (Teacher) , that “dirty water spread diseases” ( Teacher) , and “that they clearly understood life before

and after Papplewick was built” (Teacher) . Focus group

evaluations showed that children understood the main

engineering and scientific principles through which clean

water was first pumped from the Papplewick well; then stored in the underground reservoir; and finally piped from

Papplewick to Nottingham through the use of gravitational

forces. They understood why this enterprise was crucial to

improving living conditions and public health by reducing

incidents of cholera and other water borne diseases.

This knowledge was enshrined and reinforced through the

conversations children had with the characters during the

day, and the songs they learned along the way. The use of

original songs, sung by both characters and by the

audience at different times further intensified the learning

experiences and reinforced memory of them. ( This was

attested to in the workshop programme, where the

facilitators were often greeted spontaneously through song

by the children as they arrived at school).

“They answered all your questions – but gave you questions to think about – in small groups you found out

the answer…The films and singing were really good – they

gave you a feel for what they did other than just talking

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19 about it…when they sang it lifted the scene, even if it was

a sad scene.” (Child) Through these interactions at Papplewick children

understood, not only the significance of the Museum in

terms of engineering and public health, but also that such

enterprises represented a significant undertaking in

political, economic and social terms in Victorian times. Coupled with their appreciation of the aesthetics and

functions of the museum buildings, the children therefore

gained a much deeper understanding of Victorian society,

its living conditions and aspirations.

Making connections - contemporary water issues: By supporting this immersive performative experience, in

which the child felt ownership of the action, rather than

simply being the recipient of it, the follow up workshop

programme was key to embedding the learning experienced in the museum setting, and to supporting

interdisciplinary learning in the school subsequently.

The emphasis of the workshop team – who responded to all kinds of learning styles through the varied activities

they undertook - was to enable the children to be proactive

in recalling and understanding their visit to Papplewick. In

the workshop, the team were able to tease out and extend

the implications of the Papplewick heritage for today.

Water management and conservation is an urgent, global

issue. The performance invited children to understand their

industrial and water heritage, and consider their

custodianship of water as global citizens.

The local dimension of the programme was strongly

emphasised. In the final scene, played out after the visit to

the underground reservoir, the audience were invited to consider the impact of Papplewick and its infrastructure on

their own lives. Children from Nottingham became aware

of Papplewick’s contemporary significance to their daily

lives in terms of accessing fresh water. Children from

further afield were alerted to similar schemes in their area

that still affect their lives (e.g. Thomas Hawksley’s water

and gas engineering feats in Leicester and Derby). “You spoke about the reservoir supplying water to Bulwell

and to their homes. This made it relevant and ‘real’ to

them” (Teacher, Nottingham)

“The session in the reservoir and the tent helped them see

the significance of water and its value…Talking to [Boiler

Boy] Wilf, they understood life was very different for

children their age in those days” (Teacher, Leicester)

Through their engagement with character and stories from

the past, the audience made connections between

Papplewick’s legacy, and its importance to them today.

Global learning

Through the character of the Water Guardian, they were

also able to understand Papplewick’s water heritage in the context of contemporary global water issues, such as the

importance of water to life, its conservation and

management. This aspect of learning is fundamental to

Papplewick’s purpose as a site for learning.

The audience were also able to compare the lives of child

characters from the Papplewick story to their own experiences, and compare both with the lives of other

children across the world today…those who have to walk

daily to find water, or who are denied an education because

of poverty or water management issues. This was

reinforced and deepened in the school workshops.

The event and workshop gave the children an

understanding of “how fortunate they are to have clean

water on tap, how many countries do not have this, [and] that water is precious…and ways of saving water” (Teacher)

“They made the connection between Nepal now, and the

problems in Nottingham [ in the past]…they were able to

make connections between the impact of natural

phenomena such as earthquakes on water born diseases

[ by understanding] Papplewick’s importance to

eradicating cholera in the C19th.” (Teacher) “They are more aware of their role as citizens of the world and how they could make a difference through the choices

they make” (Teacher)

“I liked the reservoir. …How interesting and strange it

was…and when Mr Hawksley, he stood up for what he

believed in, for Nottingham to have clean water and enough dying…because he promised Jenny, who lost her

two children because of the Higgler, who gave dirty water

out…and he succeeded…and I’ve discovered that water is

a huge meaning to life and everybody will need it! (Child)

All the children talked about how their perceptions and

attitudes had changed due to the project. Some felt they

were already aware of water issues through work they had

already done in school ( linked to the project or otherwise) and through television campaigns by water charities.

Most felt they had changed their attitude to how they used

water themselves. Most had not encountered the concept

of virtual water before, except through project-linked work.

“[My attitude has changed] because I learned about the

Victorians” (Child) “My attitude has changed because people around the

world don’t have clean water.” (Child)

“Yes, treat water like drinkable diamonds” (Child)

“It has had a lasting, memorable effect on the children.” (Teacher)

Summary

A Crack in Time 2015 succeeded in bringing Victorian

Papplewick to life, and raising important questions about

water management across the world today, which is the

purpose of Papplewick’s Water Education Trust.

The responses of all audiences and participants in the

project indicate that an immersive, character and narrative

based, interactive experience is a powerful way to engage all audiences with Papplewick Pumping Station, and that

this model should be advocated across the museum sector.

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20 Through this approach, the Museum was able to increase

its public profile with a much younger audience, and set

up opportunities for further audience development in the

future. Most schools stated that their visit to Papplewick

was the best educational visit they had ever brought

children on, in terms of the beauty and heritage of the site,

and the way in which it was interpreted by the team in an

educational context. All the schools indicated that they

were much more likely to return to visit Papplewick if it

was interpreted through performance rather than through

other means.

The project succeeded in engaging children from a wide

demographic range – it successfully targeted a high

proportion of young people who had never visited a

heritage site or museum such as Papplewick before, and A Crack in Time represented a significant and unusual

cultural experience for these audiences in particular.

This approach to museum interpretation has implications

for Papplewick and its funding of future education work; managing it; and for the support and management of

volunteers who may be involved in the interpretation

process. Following the project Dragon Breath and

Papplewick Pumping Station trust are working on the sustainabilitybof perofrmacne work, and its role in

stimultting and developing the museum’s future education

programmes.

“I’m fantastically impressed…I go to lots of heritage sites, often with children in attendance, and rarely have I seen a

group of children actually engage so completely with a

place as they have done here. This seems to me to be an

enormously impressive example of engaging young people

in heritage and history…so it looks to me as if this project,

is Papplewick reaching out to embrace other audiences through presenting itself in rather a different way from the

way it normally presents itself, and that’s good from

Papplewick and impressive again, it’s a novel approach,

it would be good to see many trusts that run these sort of sites taking up these sort of challenges ad trying to engage

these broader audiences through this innovative work with

school children” (Prof David Stocker, HLF Committee for

the East Midland)

A Crack in Time 2015 was funded by Arts Council

England, Heritage Lottery Fund, Garfield Weston

Foundation & East Midlands Museum Development Fund. It was supported by Lakeside Arts Centre, Spark Arts

festival Leicester, the university of Nottingham and

Nottingham Trent University.

REFERENCES

1. A Crack in Time 2015 Documentary Video,

Dragon Breath Theatre/Creative Forum 18

minutes https://youtu.be/voh5rfBaCZw

2. http://www.papplewickpumpingstation.org.uk/

3. www.dragonbreaththeatre.com

4. http://www.getwet.org.uk/

5. 2013 R&D project videos, Dragon Breath

Theatre/G-Force http://www.dragonbreaththeatre.com/crack_in_ti

me.htm

6. Online Resources

http://www.papplewickpumpingstation.org.uk/a-crack-in-time/

7. www.dragonbreaththeatre.com Cosmos

https://vimeo.com/26835013 8. Black, G Transforming Museums in the 21st

Century, Routledge, 2012, ISBN-10: 0415615739

9. Jackson, A and Kidd, J, Performing heritage: research, practice and innovation in museum

theatre and live interpretation, MUP, 2012,

ISBN-13: 978-0719081590.

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21

INVESTIGATING THE IMPACT OF MOBILE PHONE APPS ON THE EMOTIONAL REACTION AND ENGAGEMENT

OF VISITORS TO THE CULTURAL QUARTER, LEICESTER

Jennifer Margaret Wilkinson De Montfort University, Leicester, UK

Email: [email protected]

ABSTRACT

This paper presents the findings of an evaluation study into the

impact of two different mobile phone apps on the experience of

visitors to the Cultural Quarter in Leicester.

This paper argues that mobile apps do have a positive impact on

visitor engagement with heritage sites although this impact can

be limited if the app is poorly designed or lacking in the features

which the visitor feels they require to make their visit satisfying.

In this project participants identified the acquisition of

knowledge as a highly significant and vital component for their

engagement. The results of this project shows that the apps were

successful in creating interest and sparking curiosity but that this,

on its own, was not be sufficient to engage those whose key

motivation was to learn and that lack of appropriate, easily

accessible reference material would ultimately result in a

disappointing experience for the visitor.

This paper argues that mobile apps do have some impact on the

intensity with which visitors experience an emotional response

to a heritage site, although it is not possible to determine, from

this study, the extent to which this might happen or the precise

manner in which this happens.

Keywords: visitor studies, mobile phone apps, engagement,

cultural heritage, digital heritage, evaluation.

INTRODUCTION

The purpose of this paper is to present the findings of a study

which investigated the impact of two different mobile phone apps

on visitor experience to a historically and culturally rich area of

Leicester, the Cultural Quarter. The project aimed to answer the

following research questions:

• How does the use of the mobile app, on location,

impact on visitor engagement with the heritage site?

• How does the use of the mobile app, on location,

impact in the emotional response of the visitor to the

heritage site?

To answer these questions the project studied:

• how visitors felt about the area before and after their

visit,

• what visitors knew about the area before and after their

visit,

• how interested visitors were in history generally, and

local history, before and after their visit,

• how the use of the app, during their visit to the site,

impacted on their emotional response to the area and

their engagement with the location.

BACKGROUND AND CONTEXT

Context for Research Project

My PhD seeks to analyse the impact of interactive digital media

on effective audience engagement in heritage sites.

Parry (2007) states that digital technology has the potential to

stimulate curiosity and allow visitors to assemble and explore

new ideas, reshape the museum and empower proactive visitor

involvement. Katz et al (2011) argue that technology has so far

failed to transform the interpretive landscapes in museums,

whilst De Freitas and Veletsianos (2010) promote the view that

activities such as virtual worlds could increase learner

empowerment and participation.

Engagement is a two way process requiring interaction where

visitors are the instigators of their own story telling (Derby

Museums, 2010). Engaging audiences requires museums and

heritage sites to attract the visitor, hold their attention and

encourage reflection. Museums wishing to increase engagement

should adopt audience centred approaches to interpretation

(Black, 2005). Kelly (2002) argues that museum audiences

require customised personal involvement and that a museum

experience should provide self-reflective content with active

learning opportunities through contemporary modes of

information exchange.

An audience centred approach corresponds with interaction

design principles where the focus is on people and how they

interact with a product (Saffer, 2007). User centred and human

centred design emphasise the needs and goals of the end user,

and provides new ways of connecting people to people (Benyon,

2010). Poor interaction design can leave the user confused,

irritated and disinterested (Preece et al, 2002). Technology can

get in the way of people and the things they want to do (Norman,

1988).

Whilst much is written about the potential of digital media to

engage, and the importance of good human centred interaction

design, less is understood about the resulting effectiveness of

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22 digital products in the context of how people interpret and engage

with heritage sites.

Museums and heritage sites are increasingly developing digital

solutions and the production of mobile phone apps, for this

purpose, is growing. These projects often lack the appropriate

resource or planning to adequately evaluate the digital outcomes

in terms of functionality, usability or success in increasing

audience engagement (Wilkinson and Higgett, 2015).

This project aims to address this gap in our understanding,

particularly in relation to apps designed to provide engagement

with heritage sites where there is limited on-site interpretation.

The Cultural Quarter, Leicester

The Cultural Quarter is a small area of Leicester, close to the city

centre. Rich in heritage the area contains examples of modern

and historical, juxtaposing 21st century architecture with

dilapidated Victorian buildings.

Formerly known as St Georges and situated largely within the

boundaries of the St George’s Conservation area (Urban Design

Group, Leicester City Council, 2003) the Cultural Quarter

contains many structures of historical importance including St

Georges Church, 1879, the Leicestershire Disabled Guild 1909,

the former Odeon cinema 1938, Charles Street Police Station

1933 and a number of examples of Victorian factories including

the former bootlace warehouse Alexandra House 1898, and the

Pfister and Vogel leather warehouse 1923. Commercial

businesses, past and present, such as the former Hide and Skin

market and the offices and printing works of the Leicester

Mercury are also part of this area.

Many old buildings have been repurposed; Victorian factories

have been converted into apartments, the former Leicester City

Bus depot is now a creative hub, know as Leicester Creative

Businesses housing a number of small businesses, and the Two

Queens art gallery occupies a former warehouse.

Significant investment in the area including two flagship

construction projects, Curve Theatre and the Phoenix Cinema,

plus the development of new bars, restaurants and music venues

have transformed the area into a significant cultural destination.

Affective Digital Histories Project Affective Digital Histories: Recreating De-Industrialised places,

1970’s – Present was an Arts and Humanities Research Council

(AHRC) funded project based at the University of Leicester.

Working with community participants the project explored the

hidden and untold stories of people who lived and worked in

former industrial buildings in the East Midlands including

Leicester’s Cultural Quarter. The project focused on de-

industrialised areas, collecting personal reminiscences to

establish a picture of how communities shaped their environment

economically and culturally in the context of urban change.

Leicester’s Cultural Quarter was once a bustling industrial and

commercial district central to the hosiery and footwear

manufacturing. Industrial decline in the 1960s led to factories

closing and by the late 1990s the area was largely abandoned.

The Victorian industrial past is well documented and far less is

known about the period from the late 1970s to the late 1990s

when groups such as the Leicester United Caribbean Association,

punks, goths, bikers, cross-dressers and gay-friendly

organisations used the disused spaces. (Affective Digital

Histories, n.d.).

Created as part of this project and launched in November 2014

the Sounds of the Cultural Quarter and Hidden Stories mobile

phone apps provide users with interpretation of the Cultural

Quarter through sound clips and creative writing respectively.

Mobile Phone Apps: Sounds of the Cultural

Quarter

Overview

The Sounds of the Cultural Quarter App allows visitors to

“explore Leicester's Cultural Quarter through sounds from past

and present.” (GooglePlay n.d.a). According to the Google Play

store website you can “track your location on the map and

immerse yourself in the soundscapes to discover the Cultural

Quarter from a different perspective”. The app is intended to

provide an immersive, location based, experience of the area.

Sounds of the Cultural Quarter is a soundscape of over 30

authentic recordings representing various aspects of the Cultural

Quarter. Divided into two categories, present day recordings

include clips of journalists talking inside the Leicester Mercury

office, theatre goers chatting after a performance of Annie at

Curve, music from the dance venue Studio 79, bells from St

Georges’ Church and car engines from inside Big John’s Auto

Service garage whereas sounds from the past include

representations of people splashing around in the now

demolished Vestry Street baths, mechanisms of the old Printing

Works, singing from the Guild of the Disabled and music from

venues vibrant in the 1970s and 19080s such as the Leicester

United Caribbean Association and the Palais de Dance. Modern

day sounds were recorded specifically for inclusion in the app

and sound archives were used to source authentic clips for the

past sounds.

Interface – design and functionality

The interface is a simple map of the Cultural Quarter, showing

roads and the footprint of some main buildings, overlaid with

circles representing the physical location of each sound clip.

Orange circles are used to identify sounds from the present,

purple circles sounds from the past. Users can choose to listen

to sounds from either period, or a mixture of both. Current

location is signified by changing the colour of the relevant circle

to green.

The app can be used with or without geolocation. By pressing the

footprint symbol to switch on the geolocation the user can choose

to have the sounds automatically play as they wander through the

area. Each circle represents the geographic zone in which the

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23 sound will play. Moving closer to the centre of the zone increased

the volume of the sound, which decreases the nearer you are to

the edge of the circle.

Fig 1: Screen Shot Sounds of the Cultural Quarter App –

Landing Page. Apple iPad version

The size of the circle indicates the range of the sound, the smaller

the circle, the smaller the range. Circles can overlap allowing

users to experience both at the same time as they transition

through the area. Interesting effects can be gained by overlapping

circles of different colour and consequently mixing different

periods of history. Users can choose to turn off the geolocation

and listen to the sounds simply by tapping the circle they would

like to hear, this feature means that it is possible to use the app

away from the Cultural Quarter.

Fig 2: Screen Shot Sounds of the Cultural Quarter App –

example of interpretation for the Leicester Mercury. The

green circle and black dot indicate the location of the user.

Apple iPad version

Minimal interpretation is provided. Other than knowing that the

sound is from the past or present, by virtue of the colour of the

circle the only additional information provided is a small tag

which identifies the source of the sound, which might read ‘flats’

or ‘music venue’. Some tags are generic, some are more specific,

such as ‘Athena’ or ‘Leicester Mercury’ although the visitor

would still need some level of local knowledge to understand this

reference.

Technical issues

Prior to running the study a short assessment was made of the

app to identify any potential technical difficulties which might

inadvertently affect the visitor experience. Further issues were

also identified during the site trails. For the most part the app

operates well, however there are a few issues:

• the android and i-phone versions differ in several

ways: the android version does not have a ‘pinch’

function which means it is not possible to resize the

map, making the map difficult to read and use,

• the i-phone devices are quicker, more responsive and

more accurate in their geolocation functionality than

the android devices.

• A number of the study participants reported that, in

order for the app to continue working, the screen must

remain constantly on and cannot be locked, potentially

resulting in additional battery usage.

Mobile Phone App: Hidden Stories

Overview

The Hidden Stories app has “woven creative writing with

smartphone technology to create a fascinating literary

exploration of Leicester's Cultural Quarter; specially

commissioned poetry, plays and narrative fiction explore urban

locations and their history” (GooglePlay n.d.b). According to

the Google Play website visitors can, “follow trails around the

area to find original content and uncover the Cultural Quarter's

hidden stories”. As with the Sounds of the Cultural Quarter this

app is intended to provide an immersive and alternative

experience of the area introducing the visitor to different ideas

enabling them to reimagine urban history.

Hidden Stories provides five different creative writing texts.

Each text has an associated trail and each trail has a starting point

with locations associated with each chapter in the text. Visitors

can either follow the trail, reading the chapters in the intended

order, or they can choose to read the chapters out of sequence.

Creative writers were specifically commissioned by the Centre

for New Writing, University of Leicester to create new stories.

Using archive material the writers worked with newly digitised

newspaper clippings, photographs and oral histories drawn from

the period 1970-1990 to inform their work. (Fowler, 2015).

Hidden Stories contains five creative writing texts:

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• An Imperial Typewriter: written by Divya Ghelani this

is the story of a young Ugandan Asian man living in

Leicester in the 1970s and working for the Imperial

Typewriter Company. Set against the backdrop of the

Asian workers’ strike of the 1974 the protagonist of

this short story steals a typewriter and runs away with

it. A modern fable about an immigrant worker’s

journey through Leicester.

• Crow Step: a selection of poems by David Devanny

sampling a tiny selection of the stories about a small

number of the buildings. David’s focus is on

architecture and ornamentation, their uses and history

and the passions that people had for them.

• For the Love of Something: written by Irfan Master this

story is presented as a play, set in 1979 and tells the

story of a young Pakistani woman, and her experiences

of working in the Rowley’s factory.

• Love the Life You Live, Live the Life You Love: written

by Carol Leeming this is a choreopoem, a dramatic

dialogue, featuring Martin, a 24 year old gay duel

heritage Leicester man retelling an experience he had

on a celebratory night out in the St George’s

churchyard in the 1980s. It should be noted that only a

selection of verses, 8 out of a total of 68, are included

in the app.

• Marginalia: written by Kevan Manwaring is, with 16

chapters, the longest story trail in the app. Written in

the first person the author takes the reader on a personal

trip, exploring the Cultural Quarter with the help of a

trickster guide in the form of someone he names

Elephant Head, a Ganesha-esque skateboarding

graffiti-artist.

Interface – design and functionality

The app has a simple interface design, using similar features to

Sounds of the Cultural Quarter. Since both apps are from the

same project they contain a consistent navigational layout and

use the same factory icon for the back button.

Fig 3: Screen Shot: Hidden Stories - Landing Page. Apple

iPad version

The underlying map has a hand-drawn quality consistent with the

creative nature of both the Cultural Quarter and the Hidden

Stories app. Initially all the story trail threads are displayed, but

selection of one of the stories by tapping on one of the associated

icons at the bottom of the screen brings up the introduction page

for that story and alters the map image to display only the trail

associated with that story.

Each story is introduced with a brief overview of the author.

Selection of the Map option at the top of the screen will display

the trail associated with this story.

Fig 4: Screen Shot: Hidden Stories – example of a

story/author introduction, An Imperial Typewriter. Apple

iPad version

The white marker signifies the starting point for the story and

although there are no direct instructions to do so there is an

assumption that the visitor will position themselves at this

location to read the first chapter.

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Fig 5: Screen Shot: Hidden Stories – example of a story trail,

An Imperial Typewriter. Apple iPad version

The first chapter is displayed on the screen when the user taps on

the white start icon. Different stories are presented in different

ways as follows:

An Imperial Typewriter uses a courier type font, presumably to

signify the fact that this story is about a typewriter. Each chapter

is prefixed with a hand-drawn animated graphic image. In this

example you can see the main character’s hands.

Fig 6: Screen Shot: Hidden Stories – example of a chapter

from An Imperial Typewriter. Apple iPad version

Throughout the text there are various additional animations, such

as scrolling text to mimic the keys of a typewriter.

Crow Step also uses a courier type font and each chapter starts

with an animated bird’s head. The unique feature of these poems

is that the text is animated to appear on the screen as if it is being

typed.

Fig 7: Screen Shot: Hidden Stories – example of a chapter

from Crow Step. Apple iPad version

For the Love of Something is presented as a play with stage

directions and dialogue. The font is sans serif with capitalisation

for character names and staging notes.

Fig 8: Screen Shot: Hidden Stories – example of a chapter

from For the Love of Something. Apple iPad version

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26 Love the Life You Live, Live the Life You Love. This is the only

story to contain photographs from the area. The text is presented

in a sans serif font and the background constantly changes colour,

graduating though a full spectrum of shades.

Fig 9: Screen Shot: Hidden Stories – example of a chapter

from Love the Life You Live, Live the Life You Love. Apple

iPad version

Marginalia uses a courier type font and an animated number at

the start of each chapter. These chapters are comparatively long

in relation to the other stories on the app.

Fig 10: Screen Shot: Hidden Stories – example of a chapter

from Marginalia. Apple iPad version

Users can choose to read chapters in any order they wish from

the chapters screen

Fig 11: Screen Shot: Hidden Stories – example of a chapter

list from An Imperial Typewriter. Apple iPad version

Technical issues

Prior to running the study a short assessment was made of the

app to identify any potential technical difficulties which might

affect the visitor experience. Further issues were also identified

during the site trails. Fundamentally the app works well,

however there are a few technical issues:

• The android version does not have a ‘pinch’ function

which means it is not possible to resize the map,

making the map difficult to read and use.

• The text for the play, For The Love of Something

intermittently disappears and in some places the

dialogue does not link with the character making it

impossible to fully understand this story.

METHODOLOGY

Research process The research was conducted through a series of site visits which

occurred between August and November 2015. The researcher

attended all visits and, with the exception of one, accompanied

the whole group and observed their behaviour.

Prior to the visits all participants completed a pre visit

questionnaire. This was to gauge their initial thoughts on the

Cultural Quarter and their relationship with the area and with

history in general. Technical expertise and confidence in using

app technology was also benchmarked.

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27 All groups were briefed at the start of each visit. The overall

context of the apps was described with a brief explanation of their

development and the associated Affective Digital Histories

research project. Participants were provided with a short

demonstration of how to use the app and the researcher ensured

that all participants knew how to use the app before they

embarked on their visit. It was made clear that this project was

looking at the impact the apps had on the participants’ emotional

reaction to and their engagement with the Cultural Quarter. The

known technical inadequacies, as outlined in 2.3.3 and 2.4.3

above, were explained to the group, that is; the inaccuracy of the

GPS, the incompleteness of some of the stories and the difference

between i-phone and android performance, so that these issues

did not distract the participants more that was necessary. A short

overview of the Cultural Quarter was provided to ensure that the

participants understood which area they were exploring.

All groups/participants were asked to use the apps as a guide to

the area, to imagine that they had just arrived in Leicester, that

they had downloaded the app and were now going to use it to

help them explore.

Post visit all participants were invited to complete a post visit

questionnaire providing details on their emotional reactions and

their engagement. Questions also covered the usability of the

app. Having completed the questionnaires all participants were

invited to participate in either a semi-structured group interview

or group discussion during which the researcher was able to

further explore reactions to the visit and the ways in which the

participants had used the app to enhance their visit.

Research design The research comprised of three key stages of data gathering: pre

visit, visit and post visit.

Pre-Visit. Prior to the visit participants were asked to rank the

their

• interest in history

• interest in local Leicester history

• knowledge of local Leicester history

• interest in the Cultural Quarter

• knowledge of the Cultural Quarter

They were asked what they knew about either the area or the apps

and they were invited to write down their thoughts about the

Cultural Quarter. Participants were also asked to rank their

competence and confidence in using digital technology.

The Affective Digital Histories Project team were interested in

ascertaining the affective value of the apps and to achieve this

the Geneva Emotion Wheel (GEW) (Scherer, 2005) was used to

capture how people felt about the Cultural Quarter prior to and

after, their visit. This model was selected as it haa a user-friendly

graphical form making it simple and straight forward to use. The

interval scaling allows systematic assessment of the intensity of

feeling which lends itself to statistical processing.

Participants were asked to rank the intensity with which they felt

each listed emotion. Information was collected using the GEW

diagram in which the intensity of the emotion is represented by a

series of expanding circles radiating from a central point. The

larger the circle and the further away from the central point the

more intensely the emotion is felt. The emotions measured were:

interest, amusement, pride, joy, pleasure, contentment, love,

admiration, relief, compassion, sadness, guilt, regret, shame,

disappointment, fear, disgust, contempt, hate and anger.

Fig 12: The Geneva Emotion Wheel

This wheel was adapted to measure engagement. For this activity

the descriptors used were: interested, curious, understanding,

liked, empathetic, enjoyed, satisfied, inspired, involved, active,

attentive, attracted, absorbed, passive, alienated, disconnected,

dissatisfied, dislike, confused and bored. These descriptors were

identified by the researcher as those which were most associated

with engagement.

Post-Visit. Following the visit participants were asked to say

how much the visit had increased the following using the options

of ‘not at all’, ‘a little’ or ‘a lot’:

• interest in history,

• interest in local Leicester history,

• knowledge of local Leicester history,

• interest in the Cultural Quarter,

• and knowledge of the Cultural Quarter.

Participants were asked if they would:

• visit the Cultural Quarter again,

• recommend visiting the Cultural quarter to others,

• recommend using the app to others,

• use the app again,

• or look for other heritage apps which they could use in

other locations.

Participants were asked to provide written commentary, using the

post visit questionnaire, on the following:

• their thoughts about the Cultural Quarter,

• what they had learned about the Cultural Quarter

(through using the app),

• what they found most interesting about their visit,

• what they enjoyed most about their visit,

• in what ways the app make their visit more engaging,

interesting or fun,

• what they liked about the app,

• what they disliked about the app,

• and their suggestions as to how the app might be

improved and how the app could be developed to make

them more engaged with the Cultural Quarter.

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28 Participants were again asked to complete the GEW and the

engagement wheel and were offered the opportunity of seeing

their original responses for comparison.

The final part of the research process was a group interview

discussion during which several of the issues addressed in the

questionnaire were explored in further depth including:

• their approach to using the app,

• how effective the app was as a guide,

• what the visit might have been like without the app,

• and their favourite part of the visit.

Data set

The project has produced both quantitative and qualitative data

as outlined here:

Statistical data

• Relationship with the Cultural Quarter including future

intentions to visit and impact on interest in and

knowledge of the area.

• Relationship with history and local history.

• Measures of impact on emotional response to the

Cultural Quarter.

• Measures of impact on engagement with the Cultural

Quarter.

• Usability.

• Future usage of the apps.

Qualitative data

• Positive and negative reactions to the apps.

• Design improvements for the apps.

• Commentary on engagement, enjoyment, interest and

knowledge in relation to the Cultural Quarter.

RESULTS

Visit Profile

A total of 16 visits were conducted between August and the end

of December 2015. Group sizes ranged from one to 23 although

the typical group size was between two and four and larger

groups split into smaller sets of between three and six people.

Visit duration was typically 45 minutes to an hour. Participants

was given complete freedom to take as long or as shorter time as

they wanted for the visit. Weather conditions varied considerably

from very hot to wet and cold and whilst none of these conditions

were ideal the participants were not distracted or deterred by the

weather.

Fig 13: The smallest study group

Fig 14: The largest study group

Participant Profile

A total of 48 people took part in the study. 92% used the Sounds

of the Cultural Quarter app, 52% used the Hidden Stories app

and 44% used both apps. 60% of the participants were female,

40% male. 29% of the participants were local residents and 60%

were from overseas

Fig 15: Participant age profile (shown in percentages)

Ages ranged from 12-16 to 65-65 with the majority, 65% being

in the 22-35 age group.

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Fig 16: Examples of the study participants

Relationship with the Cultural Quarter

Future visits to the Cultural Quarter

89% of those using Sounds of the Cultural Quarter and 92% of

those using Hidden Stories said that they would visit the Cultural

Quarter again. More than 80% of participants said that they

would recommend the area to others although the associated

commentary would suggest that the attraction was more to do

with the leisure facilities such as the bars, theatre and cinema than

the heritage or the apps.

Changes to the level of interest in the Cultural Quarter

91% of those using Sounds of the Cultural Quarter and 76% of

those using Hidden Stories reported an increase in their level of

interest in the Cultural Quarter, although most said it had

increased ‘a little’ with just over 21% saying it had increased ‘a

lot’.

Fig 17: increase in interest in Cultural Quarter (shown in

percentages)

Changes to the level of knowledge of the Cultural Quarter

61% using Sounds of the Cultural Quarter and 50% using

Hidden Stories reported an increase in their knowledge with only

11% and 17% respectively saying that their knowledge had

increased ‘a lot’.

Fig 18: increase in knowledge of the Cultural Quarter (shown

in percentages

Relationship with history and local history

Changes to the level of interest in history

79% using Sounds of the Cultural Quarter and 54% using

Hidden Stories reported an increase in their knowledge however

only a little over 10% said that their knowledge had increased ‘a

lot’ and 46% of those using Hidden Stories said that the app had

not increased their interest in history at all. It should be noted

that most participants were already significantly interested in

history so it might be unrealistic to expect much increase in their

current levels from this experience.

Fig 19: increase in level of interest in history (shown in

percentages)

Changes to level of interest in local Leicester history

91% of those using Sounds of the Cultural Quarter indicated an

increase of interest in local Leicester history with 34% saying it

had increased ‘a lot’. 71% of those using the Hidden Stories app

reported an increase in interest, with 21% reporting this as ‘a lot’.

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Fig 20: increase in level of interest in local Leicester history

(shown in percentages)

Changes to the level of knowledge of local Leicester history

64% using Sounds of the Cultural Quarter reported an increase

in knowledge of local Leicester history although only 9%

reported this as high. 46% of those using Hidden Stories reported

no change in their knowledge with 54% saying that they had

learned ‘a little’. No one using this app said they had learned ‘a

lot’.

Fig 21: increase in level of knowledge in local Leicester

history (shown in percentages)

Measures of impact on emotional response to the Cultural

Quarter

Using the Geneva Emotion Wheel to gauge emotional response

to the Cultural Quarter before and after the visit produced the

following measures of movement.

Sounds of the Cultural Quarter

No movement – majority response. Of the 20 emotions 13

showed a majority response, of between 51% and 74%, of no

change. These emotions were (in descending order) ‘anger’

74%, ‘hate’ 74%, ‘shame’ 72%, ‘disgust’ 70%, guilt 70%,

‘contempt’ 67%, ‘regret’ 65% , ‘compassion’ 63%, ‘fear’ 60%,

‘sadness’ 58%, ‘pride’ 56%, ‘relief’ 56%, ‘love’ 51%

No movement. A further 2 emotions showed the largest number

of responses, as opposed to the majority, as no change. These

emotions were ‘joy’ 47% and ‘disappointment’ 47%.

Positive movement. Two emotions showed a majority response

in positive movement with an increase in intensity reported for

‘interest’ 58% and ‘pleasure’ 56%. A further two emotions

showed a significant increase in intensity: ‘amusement’ 47% and

‘admiration’ 44%. ‘Contentment’ had an equal figure of 42% for

both no change and positive increase.

Fig 22: Movement in intensity for emotions: Sounds of the

Cultural Quarter (shown in percentages)

Hidden Stories

No change. Of the 20 emotions 13 showed a majority response,

of between 54% and 75%, of no change. These emotions were

(in descending order) ‘guilt’ 75%, ‘shame’ 75%, ‘disgust’ 71%,

‘hate’ 71%, ‘regret’ 71%, ‘anger’ 63%, ‘compassion’ 63%,

‘contempt’ 63%, ‘relief’ 63%, ‘admiration’ 58%, ‘pride’ 58%,

‘fear’ 54%, ‘love’ 54%.

No movement. A further 3 emotions showed the largest number

of responses, as opposed to the majority, as no change. These

emotions were ‘sadness’ 50%, ‘pleasure’ 50% and ‘joy’ 42%.

Positive movement. One emotion showed a majority response

in positive movement with an increase in intensity reported for

‘amusement’ 54%. Two emotions showed a significant increase

in intensity: ‘interest’ 46% and ‘admiration’ 43%. ‘Contentment’

had an equal figure of 42% for both no change and positive

increase.

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31 Negative Movement. One emotion showed a majority response

of a decrease in intensity, ‘disappointment’ 38%

Fig 23: Movement in intensity for emotions: Hidden Stories

(shown in percentages)

General observations for both apps

The majority of emotions showing no change were

predominantly the negative emotions whereas those emotions

showing an increase in intensity were positive emotions.

Although the majority of emotions largely recorded no change as

the highest response from participants where movement did

occur this was usually an increase in intensity. The exceptions

to this were ‘fear’ and ‘contempt’ which both registered a slight

decrease in intensity

Measures of impact on engagement with the

Cultural Quarter

Sounds of the Cultural Quarter

Positive movement – majority response. Of the 20 engagement

descriptors four showed a majority response of an increase in

intensity with this descriptor was felt. These descriptors in

descending order were ‘enjoyed’ 57%, ‘understanding’ 52%,

‘absorbed’ 52% and ‘bored’ 52%.

Positive movement – largest response. Ten descriptors

recorded a largest response as an increase in intensity. These

descriptors were, in decreasing order, ‘liked’ 50%, ‘involved’

50%, ‘interested’ 48%, ‘confused’ 48%, ‘satisfied’ 45%,

‘attentive’45%, ‘attracted’ 43%, ‘inspired’ 43%, ‘curious’ 40%,

and ‘passive’ 40%.

No movement – majority response. Two descriptors recorded

a largest response of no movement. These were, ‘alienated’ 52%

and ‘dislike’ 52%.

No movement – largest response. Four descriptors recorded a

largest response of no movement. These descriptors were, in

decreasing order, ‘empathetic’ 48%, ‘dissatisfied’ 48%, ‘active’

45%, and ‘disconnected’ 38%.

Fig 24: Movement in intensity for engagement descriptors:

Sounds of the Cultural Quarter (shown in percentages)

Hidden Stories

Positive movement – majority response. Of the 20 engagement

descriptors seven showed a majority response of an increase in

intensity with which the descriptor was felt. These descriptors

were, in decreasing order, ‘liked’ 67%, ‘absorbed’ 63%,

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32 ‘satisfied’ 58%, ‘understanding’ 58%, ‘interested’ 54%,

‘enjoyed’ 54% and ‘involved’ 54%.

Positive movement – largest response. Two descriptors

recorded the largest response as an increase in intensity with

which they were felt. These descriptors were ‘curious’ 50% and

‘attracted’ 42%.

No movement – largest response. 11 descriptors recorded a

largest response of no movement in intensity with which this

descriptor was felt. These descriptors were, in decreasing order,

‘bored’ 50%, ‘dislike’ 50%, ‘dissatisfied’ 50%, ‘disconnected’

50%, ‘alienated’ 50%, ‘attentive’ 50%, ‘inspired’ 50%,

‘empathetic’ 50%, ‘active’ 46%, ‘passive’ 42% and ‘confused’

38%. ‘Passive’ recorded an equal score of 42% for both no

change and a decrease in intensity.

Fig 25: Movement in intensity for engagement descriptors:

Hidden Stories (shown in percentages)

General observations for both apps

The scores for both increase and decreasing intensity are quite

high and whilst the overall results provide a picture of the largest

numbers of response these are rarely the majority and significant

numbers of participants expressed change in one direction or the

other. For example, whilst 50% of the Hidden Stories

participants recorded no change in the intensity with which they

experienced ‘alienation’ and ‘disconnection’, 33% reported a

decrease.

Usability The System Usability Scale (SUS) was used to measure

participant perceptions of the usability of each app. To identify

the SUS score participants are asked to rate 10 items on a 1-5

scale. After calculating average scores for each item the overall

SUS usability score is obtained by using the following formula:

2.5 ∗ ∑5

𝑖= 1((𝑆2𝑖 − 1) + (5 − 𝑆2𝑖))

Where S1 to S10 are the average scores for item 1 to 10 of the

scale. SUS scores range from 0 to 100 with scores of less than 50

considered unacceptable and scores of 70 or over acceptable.

Scores between 50 and 70 are regarded as marginal.

Sounds of the Cultural Quarter scored 65.70 and Hidden Stories

scored 68.23 placing both apps in the high marginal range.

The more negative features of the apps were considered to be the

frequency with which participants felt they would use the app

and how well the various functions were integrated. The

frequency of use is further considered in paragraph 4.8 below and

additional comment on the functionality of the apps is covered in

paragraph 4.9.

Future usage of the apps

Just over 50% of those using the apps said that they would look

for heritage apps which they could use in other locations. 52%

would use the Sounds of the Cultural Quarter app again but only

44% would use Hidden Stories again. 59% would recommend

Sounds of the Cultural Quarter to others and 52% would

recommend Hidden Stories to others. Only 8% said they would

use either app frequently, however, it is worth noting that the

nature of these apps means that they are intended more for a one

off experience than repeated usage.

Connecting with the area through using the

apps

Comments made by those using the Sounds of the Cultural

Quarter app indicated a real and genuine connection with the

area and that, for most, the app facilitated greater empathy and

depth of appreciation. “It’s a diverse mix of old Leicester and

new Leicester – not ignoring one in favour of the other. The app

tried to capture that balance and cultural history” (participant

comment). A number of key themes emerged from these

comments, the most common being that people found the area

and the app interesting. A significant number of comments were

made about the history, heritage and memories associated with

the area and buildings featured strongly, with reference to the

modern, the old and the beautiful. One participant described the

Cultural Quarter as “a gem of tightly packed historically

interesting and aesthetically pleasing buildings”. Diversity was

mentioned with reference to the then and now, the juxtaposition

of the underdeveloped and overdeveloped elements, modern and

posh buildings. An awareness of the historical transition of the

area is demonstrated, with comments on the past and the present,

the change in building usage and functionality. Cultural aspects

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33 were identified with references to music, bars, social clubs and

discos, both current and from the past. Thoughts on the Cultural

Quarter refer to its vibrancy, both now and in the past with

comments on it being a lively place with a living community and

various functions.

The Hidden Stories app similarly increased appreciation of the

Cultural Quarter, again with mention of the buildings,

architecture and vibrancy. Those using the Hidden Stories app

also mentioned the lives of the people who used to live, work and

visit the area.

Learning about the Cultural Quarter

Participants learned something from using each app, although

this acquisition of knowledge was limited and didn’t always

satisfy the visitors’ curiosity to know more.

When asked what they had learned about the Cultural Quarter

from using the Sounds of the Cultural Quarter app the largest

response was that they knew a little more about the history.

Buildings featured significantly, with people saying that they

now knew where certain things were located and that they had

learned a little about current building usage, usually by looking

at them, and a little about their past industrial use. Comments

were made about the range and diversity of buildings and their

functions; the church, the factories, the public baths and the

police station being the most commonly mentioned examples. A

small number of comments were made about changes to the area,

such as immigration, and how this reflected changes in British

society.

The Hidden Stories app enabled some learning, providing an idea

as to the industrial heritage of the area. Those using the An

Imperial Typewriter story described a sense of empathy with the

immigrant workers of the 1970s and an interest in the industrial

unrest which they had previously not known, “it helped me

empathise with the man in the typewriter story – vivid contrast of

rainy hopeless frustrating Leicester and warm beautiful vibrant

Uganda” (participant comment). This reported slight increase in

knowledge should be balanced with the numbers of participants

who felt they had learned very little and would have preferred a

closer, more obvious, connection between the story and the area

in order to make this a more satisfying learning experience.

Interesting aspects of the Cultural Quarter

The buildings and the architecture, both modern and Victorian,

were the most frequently mentioned aspects of the area which

interested those using the apps. Specific reference was made to

the church, Curve and the Indian Temple by those using the

Sounds of the Cultural Quarter app and a significant number

found the live music interesting and evocative. People

commented on the connection between the old sounds and the

new buildings and how this created a sense of disappearing

communities and transition. The sounds “help visitors feel more

like they are back in the past. Like the sounds make them be able

to imagine how this areas looks like in the past” (participant

comment). There is evidence that the app made visitors take more

notice of things, such as side streets, that they have not previously

seen and encouraged “looking around at the buildings as I

usually don’t take the time to as I’m usually just passing through”

(participant comment).

This was also true of the Hidden Stories app where the prescribed

story routes “carried you from factory to factory and therefore

industry to industry”, “even though I went to the Cultural

Quarter before I had never noticed this church. Due to the app,

I realise how big the Cultural Quarter actually is” (participant

comments).

Enjoying the Visit Experience

There was good evidence that those using either app enjoyed

aspects of their visit. Exploring the area, walking outside,

wandering down back streets and getting lost in unchartered

areas provided enjoyment as did the opportunity to interact with

others, sharing memories or discussing the past. The music in the

Sounds of the Cultural Quarter app was demonstratively

enjoyable as many visitors began ‘dancing’ when they heard the

sound clips of the Leicester Caribbean Centre or the Palais de

Dance. Questionnaire comments confirmed this. People said that

they enjoyed the sensory activities of listening and looking and

some mentioned the element of surprise as new and unexpected

sounds were played, “when I entered the church garden, I heard

mystery music, kind of crystal music, it’s really engaging”

(participant comment).

Some participants liked the prescribed route provided by the

Hidden Stories app and when the stories linked directly to the

buildings enjoyment of the area was enhanced. Interaction with

others, such as reading to each other, discussing the characters,

trying to work out the context of the poems and even acting out

the play contributed to amusement and fun. People enjoyed the

texts, the author descriptions and looking at the area through the

eyes of another.

Engaging with the Cultural Quarter

The Sounds of the Cultural Quarter app engaged participants

through various features. The sounds themselves made people

curious and the limited amount of provided interpretation led

visitors to question and wonder, making them more active, rather

than passive, in the process of their own interpretation of the area.

The sounds brought the area to life and made the inaccessible

accessible, such as being able to hear inside the Leicester

Mercury offices. Participants used their imagination to create

their own understandings of what they were hearing, it “makes

you look around, makes you question what you are listening to.

It is definitely engaging. It is interesting. Makes you wonder

many things” (participant comment). The app also provided

purpose and a route for the visitor as they were motivated to listen

to the sounds, which they found interesting and use this to

explore the location in a semi structured way. The element of fun

also engaged the visitor, “the sounds were able to provide a real

experience and feeling of the era. Frankly the application was

both engaging and fun” (participant comment).

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The route was also an important aspect in the Hidden Stories app

and the chance to link the stories to the buildings, location and

the human aspect was significant, “the app gave me a chance to

connect to some of the buildings I had in front of me. Narrating

the story of the main character, I could understand some of the

characteristics of industrial Leicester” (participant comment).

The quality of the writing engaged some of the participants, “the

story I picked was so well written, funny, apt, pithy, and quotable

that you want to keep moving, both physically and through the

chapters to see what came next”, “good personal story of an

immigrant – really helped me imaging the district as a working

area. Helped me see the factories as they once were” (participant

comments).

Reactions to the app

Positive reactions to Sounds of the Cultural Quarter app

Participants were very positive about the overall design of the

app. They found the user interface aesthetically pleasing and

described the app as simple and easy to use. The option to choose

between past and present sounds was well received and people

liked the locative functions, the way in which the app switched

sound clips automatically and could fade and overlap sounds

according to where they were. This provided an explicit

connection to the site and a context which people valued.

Participants were positive about the sound clips in terms of the

selection and quality. The music clips were particularly popular

for being both fun and evocative. Visitors liked the immersive

nature of the experience, commenting on the emotiveness of the

sounds, “I felt like I travelled to the past but back to reality next

second” (participant comment).

Negative reactions to Sounds of the Cultural Quarter app

Insufficient information was the major complaint about this app.

People didn’t always know what they were listening to, why this

sound had been selected for inclusion in the app, which building

or period it belonged to or how this sound was relevant to the

area. Technical issues, such as the accuracy of the GPS, the

slowness of response and concerns about battery and data usage

were also reported by participants as something they didn’t like.

The inability to zoom the screen on the android version made the

map virtually unusable and the lack of background functionality

meant that the app stopped working when the screen switched

off. A number of visitors were confused by the app, some didn’t

know how to use it or what it was supposed to do, some found

the map difficult to navigate, partly due to the lack of street

names, and some found the circles distracting. Changing the

colour of a circle to green to signify current location resulted in

some people being unsure as to whether they were listening to

sounds of the past or present. Some found that focussing on the

screen disconnected them from their environment, stopped them

looking at and engaging with their local surroundings and

potentially making the experience unsafe, “it is difficult to be

attentive to the sounds and still be fully aware of your

surroundings eg: on-coming traffic” (participant comment)

Positive reactions to the Hidden Stories app

The most attractive element of the Hidden Stories app was the

nature and quality of the creative writing, people liked the story

telling and poetry. The visual design was generally popular, with

easy navigation of the screens and novel use of animated text and

illustrations. The hand drawn map was visually pleasing and

functional and people particularly liked the prescribed routes and

subsequent movement they had to undertake around the area.

Negative reactions to Hidden Stories app

The overwhelming frustrations of the Hidden Stories app were

with the technical issues which meant that some of the texts were

not usable for this project. This is dealt with in paragraphs 2.4.3

and 4.16. Lack of connection with the area led to confusion

among the participants as to why they had been directed to a

particular place to read a chapter with no obvious link to that

location. Some disliked reading on their phones, finding the text

too long to read outside. Some felt that actively concentrating on

their phones disconnected them from their surroundings, they

missed seeing significant examples of heritage due to their focus

on their phone. Others spoke about the safety aspects of walking

round without due attention to immediate surroundings and

potential dangers of traffic and theft. The animated text had a

mixed reaction, with some disliking the slowness of the scrolling

text so much that they wouldn’t read that particular story. Some

of the stories were considered to be too complicated and

incomprehensible to certain visitors. Likewise the adult nature

of some content made certain stories inappropriate for younger

audiences.

Design improvements for the apps

Suggestions for improving the Sounds of the Cultural Quarter

app included the following:

• more detailed information, more history, more about

the buildings, more context for the sound clips and

more stories about the people who lived and worked in

the area,

• include visual images, particularly photographs, so

visitors can confirm which building was associated

with the sound and provide a picture of the past

• layer information, and allow users to choose different

sounds and explore further details as desired,

• include personal user options, for example the ability

to disable the overlapping sound feature,

• improve the technical functionality, more accurate

location awareness and the ability to work in the

background,

• include a brief introduction, with clear instructions of

how to get started,

• and introduce interactivity, for example, allow users to

record and contribute their own sounds, comments and

thoughts on the area would encourage some to engage

more with the Cultural Quarter.

Suggestions for improving the Hidden Stories app strongly

recommend the following:

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• add sound in the form of narration and additional

supporting sound clips. Having the story read out was

the most suggested improvement,

• connect more closely to the location, both in the

narrative of the text and with supporting material about

the history of the site,

• include more real life historical tales,

• include visual images and photos of buildings, both to

enhance the story telling and to provide confirmation

of location for the user,

• include more stories and more routes, perhaps with

some puzzles and mysteries,

• allow more personalisation, allow users to change text

display, turn on audio commentary,

• add optional layers of information including

references,

• and make the blocks of text shorter and more

comprehensible.

Limitations of the Research Project

Participant Representation. Ideally participants for this

research project would have represented the typical intended

audience for these apps, however identifying this audience was

difficult; are they tourists, locals or regular visitors to the area?

The Cultural Quarter is not an easily recognised, discrete or

identifiable visitor destination. Unlike other heritage locations

in Leicester, such as the Castle, New Walk Museum or the

Cathedral the Cultural Quarter does not have an obvious

association with heritage. Consequently it was not possible to

select participants from people at the location as they may not

have been visitors and their reasons for being in the area might

not have been to explore the culture or heritage and they may not

have been interested in using the app. To achieve a statistically

significant study group a range of people were invited to take part

in the project, some of whom were local and some of whom were

not. The largest groups were drawn from MA students at the

departments of Museum Studies, University of Leicester and

Digital Design, De Montfort University, many of whom were

from overseas and the majority of whom were unfamiliar with

Leicester. This group may skew some of the results in terms of

increasing knowledge and interest in the area since the starting

point for many was often nil. It was noticeable that the local

Leicester participants were often less impressed with the Cultural

Quarter as an area than the students, however this negativity did

not translate into overall research results as the local group was

smaller. Further research with local participants is needed to

ascertain the impact that these apps might have on people who

are already familiar with this area. Likewise it would be

interesting to see if these apps can engage people who have little

interest in history or heritage.

Hidden Stories: Limited Story Options. Most of the visits using

Hidden Stories app used the same story which could result in

findings which are unrepresentative of the app as a whole.

Unfortunately only two of the texts were suitable to use in the

project, The Imperial Typewriter and Crow Step. Technical

issues with For the Love of Something resulted in the story being

unreadable and the length, and for some people the complexity

of the language of Marginalia meant that this story was rarely

selected. Only a portion of Love the Life You Live, Live the Life

You Love is included in the app effectively rendering this text

unsuitable for the study. For a complete assessment of this app

further study, focussed on these stories, is required to ascertain if

their impact on engagement would be any different.

The Geneva Emotion Wheel. Two issues arose with the use of

this tool for measuring movement in emotion. Participants often

found the descriptors confusing and would seek clarity. Several

found it difficult to initially benchmark their emotions, which

may have led to a number erroneously registering ‘none’ as their

starting point. Additionally a large portion of the study group

genuinely had no knowledge of the area prior to the project and

so also registered ‘none’ as their starting point. The high numbers

of those registering ‘none’ might adversely skew the movement

of emotional intensity in a positive rather than negative direction.

INSIGHTS Findings

Returning to the original research question, this project set out to

establish:

• the extent to which the use of the mobile app, on

location, impacts visitor engagement with the heritage

site, and

• the extent to which the use of the mobile app, on

location, impacts the emotional response of the visitor

to the heritage site?

The first finding from this study is that both these apps did have

an impact on both engagement and emotional response. In terms

of engagement we can see that these apps provided visitors with

a purpose and reason for visiting the location, they provided

some sense of a route to explore the area, they encouraged people

to slow down as they walked around, to take note of things and

to look at buildings and streets. Both apps encouraged curiosity

and inspired people with interest and, in some cases, a desire to

return to the area for further visits. Visitors said that their

experiences were fun, the apps helped them to recall experiences

and talk to others. For some there was the opportunity to

discover things they didn’t know, for others the chance to

reminisce.

There is strong evidence that both apps could be improved to

increase their capacity to engage visitors with the area. Increased

content, improved context, closer relationship to the physical

location, more details, pictures, images and other multimedia

were all examples of things people wanted more of. In terms of

design more layering, increased opportunities to personalise,

more interactivity and the facilitation of user contribution to the

app content were key suggestions for to improving both apps.

Whilst this is interesting it confirms much of what is already

known about good mobile app design (Heritage Lottery Fund,

2013).

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participants consider engagement to be predominantly about

learning, and that a successful engaging experience is one which

teaches the visitor and develops their knowledge. The results of

this study would suggest that people overwhelming want more

historical information, context and content, even though

reference to other measures of engagement, such as enjoyment,

interest and fun were clearly made throughout the project.

Although participants agreed that their interest and curiosity in

the area was significantly raised they considered this to be

insufficient, on its own, to fully engage them. Unless the raised

level of interest is supported by the supply and subsequent

acquisition of knowledge the overall experience is perceived as

being less satisfying. The visitor becomes frustrated,

disappointed and ultimately loses motivation and interest.

Having fun and enjoying the experience, with this group of

participants at least, appears to be less important than learning

and only one or two suggested that adding gamification to these

apps would have increased their engagement.

The learning point for project managers and app designers is

clear: if you want your app to engage your audience include

plenty of opportunities for them to learn as much as they need,

through the provision of layered multimedia content.

It is difficult to reach any conclusions regarding the extent to

which the visitors’ emotional reaction to the area was affected by

the use of either app as the responses have resulted in a broad set

of data within which there are few significant trends. It is

possible to conclude that there is more increase in the intensity

with which visitors felt emotions than decrease and that those

with no previous experience of the area experienced an increase

in their positive emotional responses. There is a possible trend,

although the data set is small, regarding the emotional responses

of those who already have knowledge and experience of the area,

in as much as the younger participants, with less of a knowledge

of the pre-Cultural Quarter reported an increase in their positive

response to the area, whereas those with longer memories who

were less disposed to liking the area before the visit were either

confirmed in their view or felt even more negative about it after

their visit. There are opportunities here for further research into

the capacity of mobile apps to influence the hearts and minds of

those who would approach heritage from a negative or

disengaged view point. Could a mobile app be successful in

changing people’s predisposed negativity about an area, or would

that be a step too far? If a mobile apps could be developed to

positively impact on emotional response this could be a powerful

tool for many projects.

Next Steps and Further Research

As a result of this project a number of new questions have arisen:

• Can mobile phone apps change hearts and minds?

There is evidence here that apps can increase

emotional reaction for those who knew nothing about

the area, but what is the potential for altering the

emotions of those who already have a connection?

• Is there a ‘hierarchy of requirements’ for genuine

engagement with a heritage site through digital

media? For example, is ‘learning’ more important than

‘fun’ and ‘amusement’? Is one a pre-requisite of the

other?

• Can improved project management increase the

capacity of these apps to engage? From scoping the

project, setting the objectives, designing the product

and promoting the app is there opportunity to improve

the overall management of these projects to take more

account of the needs, requirements and expectations of

the end user/visitor?

The next phase of my PhD is to take the learning from this

experience and create a prototype product to test whether the

improvement of the project planning and the inclusion of the

various design aspects identified in this project can be used to

create an app which can significantly increase visitor

engagement with a heritage site and provide an appropriately

satisfying and engaging experience.

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