Storytelling in Urban Wayinding
Shiho Asada
Dissertation submited in partial fulilment of the requirements for
the Master of Arts in Information Design, University of Reading,
2015
1
Formating and printing: Shiho Asada
Images: Figure 4 is recreated by Asada based on the original igure
prepared by Montgomery. The rest of igures are found from books or
online. The sources and URLs are included in captions.
Proofreading: Andrew Baird
Words: 11,823
2
Abstract
This dissertation aims to explore the possibilities of applying
storytelling approaches to the design of urban wayinding systems.
In recent years, storytelling has received increasing atention
in the private sector while it has also been studied extensively
across academic disciplines ranging from literary studies to urban
design. The Context chapter considers historical and modern
interpretations of storytelling as well as providing an insight
into the diferent types and roles of wayinding systems. It then
debates the idea of using storytelling approaches to the design of
urban wayinding systems by reviewing research on storytelling in
closely related ields. Furthermore, methods of using wayinding
as a means of projecting the cultural identity of an individual
city are also addressed. Interviews were conducted with two
experienced designers, one working on pedestrian wayinding
and the other on digital, in order to identify how the storytelling
approach can be used in practice. In the Case Studies chapter, the
views of the interviewees on issues such as the interpretation and
application of storytelling, the design process and cultural identity
are discussed in the context of urban wayinding. Although their
approaches to the use of storytelling difer quite considerably
in some aspects, they both focus on how to convey the narrative
of a particular environment. The dissertation concludes that
storytelling is useful at integrating various elements into a single
system and cultivating a sense of place amongst those who use it.
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4
Contents
Abstract
3
1 Introduction
7
2 Context
10
2.1 The many faces of storytelling
10
Literary usage
10
Storytelling as a means of community development
11
The storytelling approach in the private sector
11
2.2 Urban wayinding
12
Types of urban wayinding
12
Urban wayinding in city design
14
2.3 Can storytelling be used in the design of urban wayinding systems?
18
3 Case studies: storytelling in urban wayinding in practice
23
3.1 Research method
23
3.2.1 Pedestrian wayinding — Ben Acornley
25
The meaning of storytelling
27
Reasons for using storytelling
27
Storytelling in the urban wayinding design process
28
Relationship to clients
34
Relationship with the culture and identity of a place
35
Discussion
38
Summary
40
3.2.2 Interactive wayinding — Sami Niemelä
40
The meaning of storytelling
43
Reasons for using storytelling
43
Storytelling in the urban wayinding design process
44
Relationship to clients
46
Relationship with the culture and identity of a place
46
Discussion
47
Summary
48
4 Conclusion
49
Interviews
52
Bibliography
53
5
6
1 Introduction
In recent years, mobile web mapping applications such as Google
Maps have found use beyond their traditional function as a means
of pedestrian wayinding and have become increasingly popular
for exploring cities and urban landscapes. But while Google Maps
is extremely efective at inding particular routes or locations it
lacks the capacity to provide users with a unique experience of
the city that they are exploring. Take, for example, London and
New York, beyond distinct street names and grid layouts, the
experience of exploring these very diferent cities through Google
Maps is essentially the same. As Goldberger (2007) argues, when
people discover a city through their mobile phones, they may
physically be in that city but their minds are focusing on other
places. For many, the act of exploring a new urban landscape has
therefore necessarily become less an enjoyable experience.
The fact remains, however, that those visiting a particular city
still want to experience those distinctive features and quirks that
make that city unique even as this has become more challenging
as a result of globalisation. As Simón (2013) has highlighted, it is
imperative for cities to have a strong identity in order to atract
tourism and enterprise in the age of globalisation. The founder of
Applied Wayinding, Tim Fendley (2015), contends;
‘The diferentiation and distinctiveness peculiar to places will
have more, not less, importance in the digital age. Events, unique
gatherings and face to face meetings will become more powerful.
And local lavour, accent, and atitude will be even more sought
ater.’
Fendley further states that the unique features of a particular
place can be expressed through elements such as language,
local knowledge and place names all of which can be utilised in
the design of urban wayinding systems, for example, city-wide
transportation applications such as Citymapper. Urban wayinding
systems can therefore play an important role in improving the
quality of people’s experiences of a city.
7
The challenges of creating an efective and enticing method of
guiding people around a city, however, are numerous. Retaining
the walker’s atention, navigating them to their destination and
fostering an appreciation of the city are perhaps the most obvious
of these challenges. In order to confront these issues, those
designing urban wayinding systems must have an understanding
of a broad array of ields from urban design to user experience as
well as an appreciation of both information and graphic design.
But what approaches can be used in developing an efective means
of urban wayinding? Bill Moggridge (2008), one of the founders
of IDEO, has suggested storytelling as a possible solution for tying
together the various aspects which make a successful urban
wayinding system. He states:
‘When you put all these things together, with elements from
architecture, physical design, electronic technology from sotware,
how do you actually prototype an idea for a service, and it seems
that really, it’s about storytelling, it’s about narrative.’
The ability that storytelling has to synthesise the various elements
of a complex service system chimes closely with the requirements
of urban wayinding design.
But the interpretation and use of storytelling described above is
just one of many diverse strands of research that are currently
exploring the potential of this technique. Providing a succinct
description of storytelling is not simple but in essence it is a
means of interaction with people and places through sharing
stories and experiences. Certain scholars such as Roland
Barthes (1977) have tended to focus on mediums of storytelling
such as music, text and paintings to beter understand their
role in contributing to a narrative of society. Researchers in
information design have suggested that storytelling is a method
of personalising information. For example, Judith Moldenhauer,
Associate Professor of Graphic Design at Wayne State University,
USA has introduced the idea of storytelling to her students
through a map design assignment (2003). Students were asked
to design a new map of the university’s Art Department for new
8
and prospective students including information from their own
experiences such as shortcuts they had found or diiculties that
they had experienced when navigating their own way round the
department.
Storytelling has the potential to be a signiicant new approach to
the development of visually striking urban wayinding systems
that provide users with an experience that is unique to the
city that they are exploring. Despite this, applying storytelling
techniques to urban wayinding is an idea that has not been given
full consideration. The objective of this dissertation then, is to
explore the uses of storytelling in the context of urban wayinding
and uncover how it can provide a unique experience of the city
to users as well as contributing to the brand of individual cities.
This dissertation does not, however, seek to evaluate the merit of
applied methods due to the fact that the storytelling approach in
design has not been fully developed and its interpretations and
uses vary signiicantly between practitioners. The paper will begin
by considering storytelling in a variety of contexts from literary
studies to business design followed by deining the areas and
roles of urban wayinding. The second part of this dissertation
will analyse a series of case studies collected through interviews
and will focus on how the storytelling approach can relect unique
cultural and historical features to provide a city with a strong
individual identity through the lens of urban wayinding systems.
9
2 Context
1. Human-centred approach
Human-centred approach is to design things
that meets people’s needs, capabilities and
variations of behaviours (Norman 2013).
As a human centred approach1, storytelling has been increasingly
used by businesses and corporations as a means of more efectively
engaging with consumers and, consequently, has begun to feature
strongly in areas such as urban design and information design.
Before considering the idea of utilising storytelling as an approach
for developing methods of urban wayinding, it is necessary to
both deine storytelling within more familiar contexts as well as
provide a more comprehensive understanding of what is meant by
the concept of urban wayinding.
2.1 The many faces of storytelling
Literary usage
Storytelling can also be referred to as narrative, a term primarily
used in linguistic and literary studies. It should, however, be noted
that there are clear distinctions between what is narrative and
what is a story (Chatman 1978). While a story contains elements
such as a plot, characters and setings, the narrative is the way in
which that story is told whether that is verbally, in a ilm, through
dance or through a landscape. Prince’s (1987), A Dictionary of
Narratology deines narrative as:
“The recounting (as product and process, object and act,
structure and structuration) of one or more real or ictions
events communicated by one, two, or several (more or less overt)
narrators to one, two, or several (more or less overt) narratees.”
According to this deinition, text that is purely descriptive (i.e.‘the
ish is blue’/ ‘Anne is tall’) cannot be narratives whereas that which
depicts speciic events (i.e. the ish died’/ ‘Anne broke a glass’) are
considered to be narratives. As well as in the spoken or writen
word, these deining features of narrative are also evident in other
mediums of storytelling, such as ixed or moving images, gestures,
music and landscapes (Barthes 1977, 79; Prince 1987, 58). Narrative
has been a key component of the cultural landscape for millennia
and is a ixture of many of humanity’s most celebrated modes of
10
storytelling from myths, fables and epics to tragedies, comedies
and dramas while also underpinning less familiar methods of
storytelling such as paintings and festivals. It is clear, therefore,
that narrative, through the mediums listed above, is a signiicant
element in people’s everyday lives which has led to individuals
increasingly understanding their surroundings and experiences
through the recollection, interpretation and creation of stories.
Storytelling as a means of community development
Narrative also has an important role to play in the community; the
study of the forms and functions of narrative in the everyday has
been carried out by researchers’ in disciplines as wide-ranging
as sociolinguistics, folklore, anthropology and literary theory
who have explored the relationship between the use of language
and society. As Johnstone (1990) states, narratives are ‘shared
voices which relect the texture of the community’. Narratives
allow people to communicate with and understand each within
communities and wider society through stories that foster a sense
of shared cultural experience. Pre-historic cave drawings which
depict animals, human beings and simple objects are perhaps
one of the most powerful examples of this. They have been found
in most parts of the world: from Europe to Africa, America, Asia,
Australia, and the Polynesian Islands. The oldest ones were found
in Lascaux and Niaux, southern France, drawn around 13,000 bce.
The pictures (Fig. 1) were frequently drawn on cave walls serving
Figure 1. Cave painting, Cougnac, France,
13,000 bce
Poulin, Graphic Design + Architecture,
a 20th Century History: A Guide to Type,
Image, Symbol, and Visual Storytelling in
the Modern World.
as a prompt to those narrating stories while also helping their
audience to visualise the tale being recounted (Poulin 2012).
Consequently, caves became a venue for listening to stories for
these communities. Stories, therefore, not only bring people
together but also tie people to speciic places.
The storytelling approach in the private sector
In recent years, storytelling has become an inluential strategy
in the world of business by allowing companies to convert their
insights and service ideas into user experiences. Companies now
use the art of storytelling as a means of communicating with
consumers as evidenced by adverts designed to portray the lives
of their customers or depict the experiences of their employees.
Demonstrating why a customer might use a particular product /
11
service or developing personas around their product/service are
common examples of how this technique is utilised. By using these
methods, companies are able demonstrate the applications and
functions of their products to consumers much more efectively
than by simply stating dry facts (Hensel 2010). A corporation
which has been successful in using the storytelling approach to
sell their products is technology giant Apple. Apple’s particular
brand of advertising tells a story rather than simply saying ‘buy
our product’ and this has evidently appealed to customers. Ater
purchasing an iPhone at an Apple Store, the customer removes the
sleek packaging in which the new phone is encased, all the while
remembering the product which they have seen in adverts and
displayed on Apple’s website. Once the outer packaging has been
removed, the customer then inds a well-designed brochure made
atractive by stunning photography before they inally uncover the
much anticipated iPhone. It is this experience which has proved so
appealing by giving users their own story.
Although contemporary appropriations of the art of storytelling
may sound diferent from its literary and oral origins, the role of
stories in modern society remains the same, to share experiences
and make things understandable to everybody in a particular
community or place.
2.2 Urban wayinding
Types of urban wayinding
Wayinding denotes the professional practice of designing and
implementing systems for navigating buildings and outdoor spaces
(Mollerup 2013, 26) In this dissertation, wayinding in cities, which
can be applied to urban spaces such as pedestrian walkways and
transport hubs, is deined as ‘urban wayinding’. Urban wayinding
refers to both physical (i.e. signs) and digital methods for exploring
a city. The decision whether to develop a physical or digital means
of wayinding ultimately depends on its purpose. In New York, for
example, WalkNYC (Fig. 2), designed by Pentagram, is a form of
pedestrian wayinding that utilises static maps and directional
signs which are located on pavements and inside train stations,
12
while On The Go Interactive Wayfinding Kiosks (Fig. 3), operated
by Control Group, are situated in subway stations and provide
users with features such as countdown to arrival, real-time train
information one-touch graphic maps, district maps and local
advertising (Control Group 2015). Although both are managed by
New York’s Metropolitan Transport Authority (mta), they clearly
fulil diferent functions.
The emergence of digital technology has greatly expanded the
potential of urban wayinding systems. As Mollerup highlights,
interactive kiosks, smartphone apps, qr codes and augmented
reality not only enable people to ind a route to a particular
location but also facilitate the exploration and understanding
Figure 2. WalkNYC designed by Pentagram,
in corporation with City ID, Billings Jackson
Design, rba Group and T-Kartor, 2013
htp://new.pentagram.com/2013/06/newwork-nyc-wayinding/
Figure 3. On The Go Interactive Wayinding
Kiosks, designed by Control Group in
corporation with mta, 2014
htp://www.controlgroup.com/mta.html
13
of new urban landscapes. Moreover, utilising real time data can
provide people with details of the quickest and most convenient
way of geting somewhere by factoring in sources of delay such
as traic congestion. Bays and Callanan (2012) highlight that this
technology is used widely by local authorities and administrations
to understand the needs of urban areas as well as to overcome
challenges and exploit opportunities.
Urban wayinding in city design
The way in which people travel around a metropolitan area is,
of course, a crucial consideration when designing a city. Before
focusing on the role of wayinding in urban design, it is necessary
to highlight the essential qualities and elements of planning what
could be termed a ‘good city’. Numerous theories and strategies
for urban design have been put forward since the 1960s but, as
the European Commission highlights in a Green Paper published
in 1990, generating and protecting a sense of place is an essential
element of city design. The notion of a ‘sense of place’ can broadly
be deined as those unique features such as historical heritage
and cultural identity which diferentiate one place from another.
Montgomery (1989), a renowned urban planner, points out that
fostering a sense of place is at the heart of planning a good city.
He also states that a good urban environment has quality in three
essential areas: form (landmarks, public streets), image (legibility,
symbols) and activity (street life and events, local traditions)
(Fig.4). Montgomery (1989), a renowned urban planner, points out
that fostering a sense of place is at the heart of planning a good
city. He also states that a good urban environment has quality
in three essential areas: form (landmarks and thoroughfares),
image (legibility, symbols) and activity (street life, events and local
traditions) (Fig.4). Montgomery stresses that these elements
should blend into the fabric of the city yet should also be visually
stimulating and provoke interest. Urban wayinding has the ability
to improve how people interact and engage with the character of
a city and, in the following section, this is discussed and assessed
in relation to the elements identiied by Montgomery as being
cornerstones of good city design.
14
Figure 4. Policy directions to foster an urban
sense of place. Urban wayinding may exists
in between Form and Image, or Image and
Activity (areas of grey colour).
Street life
John Montgomery, ‘Making a City: Urbanity,
Vitality and Urban Design.’
ACTIVITY
FORM
Edges
Cafe culture
Districts
Events
Festivals
Fairs
Markets
Paths
SENSE
OF
PLACE
Nodes
IMAGE
Legibility
Landmarks
Local traditions
Visibility
Identity
Symbols
Colour
Smell
Sound
•
Image
With respect to image, the primary function of urban wayinding
systems in this area is to improve the deinition and perceptibility
of city forms. As Lynch (1960) states, there are ive core elements
which comprise the form of a city: paths, edges, districts, nodes
and landmarks all of which should be clearly recognisable with
intuitive and consistent symbols if an urban wayinding system
is to both capture and contribute to the form of individual cities.
A map with pictograms and illustrated landmarks or a set of
writen instructions are, for instance, methods that can be
used to emphasise the form of a city within urban wayinding
systems. New York, for example, boasts a wayinding system
that is particularly efective at demonstrating the unique form
and character of the city through cartography, pictograms and
typography which are consistent as well as a clear hierarchy of
information (Fig.5). Moreover, illustrations of notable landmarks
(Fig.6) are simpliied by being easily recognisable.
In addition to enhancing the deinition of city forms, urban
wayinding systems also have the potential to contribute to a city’s
15
Figure 5 (left).
WalkNYC, hierarchy of information produced
by Pentagram, 2013.
htp://new.pentagram.com/2013/06/newwork-nyc-wayinding/
Figure 6 (right).
WalkNYC, landmark illustrations for maps
designed by Pentagram, 2013.
htp://new.pentagram.com/2013/06/newwork-nyc-wayinding/
unique identity. London has perhaps the most famous example of
this through the Transport for London logo (Fig. 7) which appears
on all forms of mass transit servicing the city from boats to trams
and everything in between. The logo also features on street maps
and underground stations as a means of helping people to orientate
themselves. This well-known symbol (Fig. 8) irst appeared in 1905
Figure 7. Logo of London underground
htp://media-2.web.britannica.com/ebmedia/46/
when it was chosen as the motif that represented a wheel of train
for the newly established London General Omnibus Company
(Lawrence 2000). The intervening hundred years since the logo
was irst created has seen some changes to the original version
but the blue bar and red circle, mirroring the colours of the Union
Jack, has become a deining feature of London’s transportation
network and a symbol of London’s identity which is recognised
globally. Such as in the case of London, environmental graphics
can inluence the look of an urban area and contribute to the
Figure 8. The irst logo of London underground
Poulin, Graphic Design + Architecture, a 20th
Century History: A Guide to Type, Image,
Symbol, and Visual Storytelling in the Modern
World
16
unique identity of a city. This should be factored into the design of
urban wayinding systems by relecting the distinct cultural and
historical features which make that city unique.
Furthermore, since the importance of the psychological impacts
of urban design were irst discussed by Lynch (1960), designers
of wayinding systems have sought to introduce cues which
2. Mental maps
Lynch (1960) deines mental maps are simple
sketches of maps drawn from memory of
urban areas. He used mental maps collected
from citizens of three cities of the USA in
order to reveal the geographical and social
problems of the cities.
enable people to form mental maps2. Developing systems which
contribute to or invoke feelings of safety, comfort, vibrancy or
quietude is essential in urban wayinding.
•
Activity
A city which boasts an array of events including festivals, fairs and
markets as well as a range of potential rendezvous points such as
cafés or squares can be considered to sustain an environment that
is both active and interactive (Montgomery 1998; de Waal 2014).
Both physical and digital wayinding systems have the capacity to
showcase these features to visitors as well as providing directions
for how to get to events, festivals or popular meeting places. The
Tokyo Art Beat mobile application (Fig.9), for example, provides
information on exhibitions and art events taking place in Tokyo
and then uses gps to provide directions to where these are taking
place. The app also allows the user to browse for exhibitions based
on personal preferences, access reviews of exhibitions and events
as well as ind out where it is taking place relative to their current
Figure 9. Tokyo Art Beat app released by
Gadago npo.
Left: Shows exhibitions nearby a user
Right: Map of nearby exhibitions
htp://www.tokyoartbeat.com
17
location so that events which are not to the user’s taste, unpopular
or inaccessible can be easily iltered out. This kind of digital urban
wayinding therefore not only contributes to the distinct identity
of a city but also helps people access events and places that they
want to experience.
As such, generating and protecting a sense of place may be possible
by improving the quality of urban wayinding systems available.
Indeed instilling a sense of place has become increasingly
important as cities vie with each other to atract enterprise and
tourism on both the national and global stage (Radovic, 2008).
Richard Simón (2013), Planning Director at Applied Wayinding
highlights that metropolises throughout the world are struggling
to meet the challenges of developing sustainable communities,
alleviating pressure on increasingly congested transport links as
well as protect and promote cultural diversity. Ensuring that there
are distinct features not seen anywhere else in the world is key to
the planning and branding of a city.
2.3 Can storytelling be used in the design of
urban wayinding systems?
The multi-faceted, complex nature of designing methods of
urban wayinding would seem to suggest that storytelling could
hold the key to the development of urban wayinding systems
which relect the character and distinctiveness of the city that
it services. Due to the limited number of sources available on
the relationship between storytelling and wayinding, this
dissertation will also consider the existing literature on the impact
of storytelling techniques in related ields including urban design
and information design to develop a broader understanding of
the beneits that the storytelling approach ofers. Many scholars
and practitioners in the ields identiied above have relected on
the potential of storytelling in their work but interpretations and
uses of it can vary considerably due to the demands and nuances of
their respective areas of study.
In the landscape and urban design ields, storytelling is used
18
to convey aspects of culture and tradition in an efort to create
an image and establish a sense of place (Poteiger and Purinton
1998; Childs 2008). In some cases these stories relect religious
or political issues, ideas or values (Eagleton 1983; Duncan and
Duncan 1988) such as in the case of Greater London which was
established by London County Council in the wake of World War
II to help address issues arising from population growth, housing
shortages, unemployment and growing pressure on transport. As
this example clearly demonstrates, storytelling in urban spaces
relects the cultures, traditions and political issues that shape a
city’s image and identity.
Similarly, environmental graphic design such as signs and
billboards have been described as visual storytelling (Poulin 2012).
Over the centuries, collaboration across the ields of architecture
and graphic design has shaped the cityscapes that are the deining
feature of urban centres across the world today. The basic tenets
of environmental graphic design are typography, images and
symbols all of which can be used to convey a sense of time and
place in a city as well as contribute to the visual stories told by the
architecture of buildings and landmarks. The entrance to the Paris
Metro, designed by Hector Guimard (Fig. 10), is an iconic example
of the interplay between architecture and environmental graphic
Figure 10. Paris Metro Entrance designed by
Hector Guimard, 1898
htp://www.macklowegallery.com/education.
asp/art+nouveau/Artist+Biographies/
antiques/Decorative+Artists/education/
Hector+Guimard/id/25
design. The typography, inspired by the work of French type
designer, George Auriol, exists in complete harmony with the artnouveau style of the surrounding architecture providing a striking
identity and brand for the Paris Metro.
The analysis above considers isolated examples of where
storytelling has been incorporated into the design of urban
environments and spaces but, similar to the aim of this
dissertation, studies do exist which take a more holistic approach
to exploring how storytelling approaches can be applied to services
used and journeys taken by the public. Take, for instance, the
work of Viña and Matelmäki (2010), design researchers at Aalto
University, whose innovative Spice project developed experiential
Figure 11. Mockup of a concept idea of
Otaniemi metro station platform, 2010
Viña, and Matelmäki, ‘Spicing up Public
Journeys – Storytelling as a Design Strategy.’
public spaces at a Helsinki Metro station in the Otanemi district
of the city (Fig. 11) which aimed to relect the local historical and
cultural character of this area. Although this project was directed
19
Figure 12. The path of storytelling as a design
strategy prepared by Viña and Matelmäki,
2010. Storytelling is not a single process. One
process and its outcome relate to more than
one next processes.
more towards space design and urban experiences, Viña and
Viña, and Matelmäki, ‘Spicing up Public
Journeys – Storytelling as a Design Strategy.’
the purpose of storytelling approaches as the need to, ‘identify,
Matelmäkis’ interpretation of storytelling and the processes
that were followed in order to create an enjoyable public space
at the Metro Station in Otaniemi are remarkable. They deine
strengthen and create a strong identity of a place in which
inhabitants and travellers can relate to’.
Figure 12 is a visualisation of the processes which Viña and
Matelmäki followed in order to successfully use the storytelling
approach as a design strategy. Their irst step was to develop an
understanding of the distinct identity of Otaniemi which was
achieved through observation of the district as a whole and the
environment around the Metro station. Stories from residents
of Otaneimi were also gathered and collated through interview
design probes, a method used by sociologists to collect data and
information on user journeys and urban practices, which enabled
Viña and Matelmäki to build up a picture of the cultural history
of the area and clariied speciic elements of the design of the
experiential space. The inal part of the project was to come up
with the inal concept of the design based on the outcomes of their
research. Viña and Matelmäki concluded that the storytelling
approach was the most efective means of realising their vision of
creating an aesthetically powerful experiential space that interacts
with human emotions and engages all of the senses. Moreover,
storytelling was also used to create and arrange the image that the
service projected.
These studies suggest that there are three ways of utilising
the storytelling approach in urban wayinding. Firstly, during
20
the research phase when stories are collected from users and
information is gathered from the surrounding environment. In
terms of the information design element of wayinding, system
designers can collate users’ stories on how they journey through
a given environment such as the strategies they use, what
shortcuts they take and any diiculties that they encounter.
They can then build up a nuanced picture of user experiences,
personas and journeys from these indings (Moldenhauer 2003).
Information about the identity of a speciic environment or place
can also be gleaned from aspects of the cityscape such as the
ive elements posited by Lynch (1960) (paths, edges, districts,
nodes and landmarks). The heritage of a city should also be given
consideration, for example, does the city have its origins as a
market towns or ports or did it develop from the protection and
patronage of a castle? The information gained from these areas of
research is important in designing all elements of the wayinding
3. Look and feel
According to Davis (2009), it is ’the visual
style of a brand which encompasses the brand
mark, colours, font and images’. The look and
feel produces a visual identity of the brand,
and it is utilised in the commercial world.
system from its most basic functions to the overall look and feel3 of
the system.
Secondly, storytelling is also efective at developing a holistic
service system that incorporates the many diferent requirements
of urban wayinding in the 21st Century which demands the
coordination and management of an array of organisations, service
4. Touchpoint
Touchpoint is deined as ‘any point of contact
between a Customer and the Service Provider’
(The Master Board 2013). Regarding
urban wayinding system, touchpoints are
pedestrian signs, maps in transportation and
mobile applications.
touchpoints4 and design features. Despite the complex make up of
cities, in the main people are disinclined to learn more than one
method of wayinding and, as such, Fendley (2015) has suggested
that cities should have just one user-friendly system. Stories which
are developed from an understanding of the needs of customers’
and the interplay between people and places is a means of tying
the cityscape, architecture, communication, marketing and user
experience elements of urban wayinding together. Storytelling,
therefore, is a way of creating a service and system that fulils
users’ requirements while at the same time cuting through the
complexity of cities.
Lastly, methods of urban wayinding developed using the
storytelling approach are able to engender a sense of place. The
local characteristics and identity of a place which are unearthed
during the research phase of the project can be relected in aspects
21
of the system such as place names, typography, colour palete and
how landmarks are illustrated. All of these features help to capture
the distinctive social and historical narrative that makes each city
unique.
It can therefore be asserted that the storytelling approach enables
designers to create comprehensive, human-centred wayinding
systems which provide users with a unique experience of the city
they are in. Beyond their primary function as a navigational tool,
wayinding systems can impart information about the history
and traditions of a city through succinct, well organised facts and
anecdotes while its cultural identity and character can be relected
through its visual aspects. If urban wayinding is able to marry
these features tastefully it will contribute to both a distinctive
identity of the city and generate a sense of place.
It is, however, rare for wayinding designers to atempt to capture
the cultural identity of the city in the systems that they create.
Krzysztoiak (2011), in his thesis Wayfinding in Poland, concludes
that many wayinding designers in Poland are unaware of the
impact that the visualisation of wayinding can have on the image
and branding of public places. He discovers that designers give
litle thought to the notion of trying to relect Polish culture
and identity in the systems they develop suggesting a lack of
understanding of the importance of wayinding as a form of
environmental graphic design. Rather it appears that greater
signiicance has been placed on ensuring that representations are
accurate and easily understood.
Watson and Bentley (2007) assert that every aspect of a city
contributes to how its identity is constructed and projected.
Wayinding may just be one small part of the many elements and
features that comprise a city but it undoubtedly has a part to
play through the provision of a unique experience which ofers a
distilled version of that city’s distinct identity to users.
The next chapter will explore how storytelling can be applied to the
design and development of wayinding systems that convey a narrative
and contribute to a city’s identity by analysing two case studies.
22
3 Case studies: storytelling in
urban wayinding in practice
3.1 Research method
The limited number of sources available on how storytelling can
be applied to urban wayinding does present some challenges
for developing a coherent understanding of the relationship
between the two. Furthermore, as alluded to above, storytelling
is, by nature, ambiguous meaning that the interpretation and
uses of this approach for the purposes of urban wayinding design
has the potential to vary considerably among practitioners. For
this reason, it was decided to conduct more accurate research
by interviewing experts in the ield of urban wayinding with a
focus on how they have interpreted and utilised the storytelling
approach in their own projects.
Designers who practice storytelling methods in either physical
or digital urban wayinding systems were invited to take part
in interviews. The irst of these was with Ben Acornley, Partner
and Creative Director at Applied Wayinding, UK. Acornley has
been involved in numerous urban wayinding projects including
Legible London as well as having a wealth of experience in the
areas of editorial and branding. Acornley was approached for an
interview on account of his intuitive use of storytelling approaches
when developing methods of pedestrian wayinding as well as
his insights on detailed visual communication and branding.
The second interviewee was Sami Niemelä, Creative Director
and Co-Founder of Nordkapp based in Helsinki. One of his major
projects, Urbanlow, is a concept piece which posits the idea of an
operating system for individual cities (Nordkapp and Urbanscale
2011). Niemelä was approached for an interview due to his eforts
to create beter urban spaces through human-centred interaction
design as well as his use of storytelling for prototyping interactive
wayinding and product presentation. Acornley was asked to
propose the most convenient time for an interview and this was
conducted at the oice of Applied Wayinding. The conversation
which took place was recorded and notes were taken. Due to the
length of the discussion and the complex nature of some of the
23
language used, the interview is only partially transcribed and is
summarised rather than writen in full in this dissertation. The
interview with Niemelä was conducted in the form of an email
questionnaire and is cited in full. The disparity in the volume of
material taken from each interview is due to the diferent ways
that they were conducted with Acornley’s interview yielding
much more information due to the fact that it was a one-hour
conversation in person during which numerous projects were
discussed. By contrast, the interview with Niemelä by email only
gave the opportunity to discuss one project. The two participants
were asked the same set of questions regarding urban wayinding
projects that they have been involved in, with a speciic emphasis
on uncovering what the concept of storytelling means to them,
the advantages of the storytelling approach at diferent phases of
the design process and the efect it has on user experience and
visual outcomes. The irst ive questions were speciically ordered
to mirror the process of wayinding design: deining meaning and
methodology, developing the system and the concept, designing
the visuals and, lastly, evaluating the results. The inal question,
Question 6, sought to explore how storytelling relates to the
culture and identity of a place.
The section on case studies is divided between the two
interviewees. Each case will begin with a description of the
participants’ company and some of the projects they have been
involved in following which the interviewee and their role in each
of the projects will be introduced. Finally, their answers to each
of the questions will be presented and discussed in detail. The
contents of each interview will be categorised into the following
ive sections: The meaning of storytelling, Reasons for using
storytelling, Storytelling in the urban wayfinding design process,
Relationship to clients and Relationship with the cultural and
identity of a place. The answers to Question 5 will be integrated into
the discussions on Questions 3 and 6 as they are closely related.
24
List of questions:
1. What does storytelling mean to you?
2. Why do you use storytelling in your wayinding project?
3. How do you use storytelling in your wayinding project?
At what stages in designing do you use storytelling?
4. How do you introduce the concept of storytelling into a client’s
brief?
5. In what ways has storytelling afected the outcomes of your
projects?
6. In what ways do you relate storytelling to the culture and identity
of a place? How does this afect the visual design?
3.2.1 Pedestrian wayinding — Ben Acornley
Although there is an abundance of research material available
on pedestrian wayinding, the majority of it tends to concentrate
on ways to improve the legibility and usability of these systems
through visual design, for example, colour contrasts and
typography. This would appear to suggest that more research is
required on enhancing user experience and the contribution that
wayinding can make to the identity of a city. Indeed, Applied
Wayinding have implemented a number of pedestrian wayinding
projects during which they have conducted extensive research on
user experiences and how these systems translate across cultural
boundaries. To explore how Applied Wayinding have combined
the indings of their research with the narrative of the areas in
which they created wayinding systems was the purpose of the
interview with Ben Acornley.
Applied Wayinding is an international consultancy based in
London which has built its name on designing legible systems
for diverse and complex environments. The Company garnered a
strong reputation in the wake of their Legible London (Fig. 13–15)
project and have grown to become the global standard for urban
wayinding design. Following the success of Legible London and,
using the strategy and processes they developed for this project,
Applied Wayinding has designed systems for cities throughout
the world including Manchester, Vancouver, Hong Kong and Qatar
25
Figure 13 (left). Legible London, map in
underground stations designed by Applied
Wayinding
htp://appliedwayinding.com/
Figure 14 (right). Legible London, on-street
minilith designed by Applied Wayinding
htp://appliedwayinding.com/
Figure 15. Legible London, totem sign
designed by Applied Wayinding
htp://appliedwayinding.com/
as well as developing a system for Heathrow Airport. Through
these projects, Applied Wayinding have been at the forefront
of exploring the potential of urban wayinding which they have
achieved through careful research and intelligent analysis of
the legibility of cities. Despite the complex environments and
information with which they work, expertise in the editorial and
design ields have allowed them to ensure that the experience of
the end user is the focus of the systems that they create.
Ben Acornley is a Partner and Creative Director of Applied
Wayinding, leading the design development of numerous major
urban wayinding projects undertaken by Applied Wayinding
including in London, Leeds, Bournemouth, Vancouver and
at Heathrow Airport. He also supervised the creation and
implementation of the Legible London prototype which was
piloted on Bond Street. Before joining Applied Wayinding, he had
26
worked for many years at branding design studios. His background
in editorial design, branding and in-depth understanding of
typography have strongly inluenced the visual presentation of the
wayinding projects undertaken by the Company.
In the following sections, a summary of the interview with
Acornley is provided and is considered in conjunction with a book
which was been writen on the Legible London project entitled
Yellow Book: A Prototype Wayfinding System for London, published
by Applied Information Group (now Applied Wayinding) in 2007.
The meaning of storytelling
For Acornley, storytelling is about efectively interpreting and
projecting the image of a particular place by understanding its
essential components and characteristics. He believes that while
landmarks and tourist atractions are important protagonists in
the narrative of any city, to understand the full story one must look
beyond the obvious and consider every facet of that city’s character
including the people that make up the city and the culture
and traditions to which they contribute. This interpretation of
storytelling chimes with the perspective of many urban designers
(Poteiger and Purinton 1998; Childs 2008) particularly Acornley’s
view on the role that architectural and cultural features play in a
city’s story.
Reasons for using storytelling
Acornley’s rationale for using storytelling is to help people
understand a place in a way that is friendly and accessible. He
argues that many existing wayinding projects are based on
disseminating information rather than producing designs which
engage with pedestrians. In essence, this means that information
on these wayinding systems may be aesthetically pleasing but
this is oten at the expense of their intuitiveness and usability for
pedestrians. As Acornley points out, information or maps which
are presented in a complex format can oten frustrate users.
Presenting information in simple and consistent manner on the
other hand, such as through the storytelling approach, allows
users to pick up necessary information easily. The interviewee
also emphasised that he aims to provide users with an engaging
27
and informative experience that connects them with their
surroundings, something which storytelling is particularly
efective at achieving. If urban wayinding can provide tourists
with good experiences and leave them with fond memories of the
place they have visited by providing an efective and informative
means of navigation then this will hopefully make them more
likely to want to return. Conversely, poorly designed wayinding
systems which lead to visitors geting lost will ultimately make
them less likely to want to come back.
Storytelling in the urban wayinding design process
As explained above, Acornley’s interpretation of storytelling is
a method which enables designers to capture the character of a
speciic place and, consequently, begins during the research phase
of the project when it is considered alongside the needs of people
and visitors as they interact with the surrounding environment.
Storytelling is further used to provide a succinct description of the
city which can be easily understood by local residents and visitors
alike. The storytelling approach is therefore applicable during
numerous phases of the project from the initial research to the
development and implementation of the system.
•
Identifying the character of a place
Acornley emphasises that environmental information, forms of
architecture and graphic language are picked up and decoded as
representations of a particular place. In the case of Legible London,
building design, urban form, street layout, lighting, use of street
furniture and public art are the important elements (Applied
Information Group 2007); Acornley describes these features as ‘the
story of architecture’. Although identifying the character of a place
constitutes the initial stage of the project, the information that this
research provides is fundamental in shaping the way in which the
system develops and how the visual elements of the way inding
system are designed.
•
Observing people
According to Acornley, how people move around a place, their
cultural background and the type of information they require
should all be clearly understood when developing a wayinding
28
system. Conducting interviews with users about their experiences
and journey through the environment where the wayinding
system will be located is an efective means of collecting and
collating users’ stories. The interviewee cited to the project which
he undertook in Qatar as an example, stating that ‘because of the
heat, people in Qatar prefer using their cars rather than walking,
so they need information about car parking’. Therefore, the
information that people require depends on their behaviours and
customs. Visiting the location where the wayinding system will be
located in order to conduct ield research is perhaps the best way
of observing people and gathering user stories.
•
User persona
Acornley asserts that designers should seek to understand and
develop systems that meet the needs and expectations of diferent
groups of users including residents, tourists and commuters.
The journeys that these groups take through an environment
vary considerably and thus observations should lead to the
development of several user personas that will inform the eventual
design of the system. In the case of Legible London, the project
team identiied four main groups of people from their research,
namely novice striders, expert striders, novice strollers and
expert strollers (Applied Information Group 2007). Those termed
as striders wish to travel eiciently utilising available methods of
transport whereas strollers prefer to traverse and explore the city
on foot (Fig.16). Legible London was created in order to meet the
needs of all the four groups identiied during the research phase
is relected in the user experience. Such as in this case, designing
a system which is capable of responding to the requirements of
each user persona identiied is a necessity for the development of a
successful method of wayinding.
•
Mapping
Mapping and coding information collected during the research
phase of the project were also highlighted by Acornley as an
important aspect of storytelling. In order for pedestrians to
orientate themselves efectively, Acornley stresses the importance
of creating maps, and this is a common theme throughout the
wayinding projects that he has been involved with. Legible London
29
Figure 16. Legible London,diagrams of two
types of user journeys produced by Applied
Wayinding
Applied Information Group, Yellow Book: A
Prototype Wayinding System for London.
A strider’s journey
A strider’s goals include
efficient travelling.
Striders needs the walking
architecture to connect up
different transportation
modes and nodes –
primarily ‘Tube and walk’
in London. Their conceptual
model of their journey is like
‘stones skimming accross the
pond’. The strategy is ‘get near,
then find it’.
I'm here
I'm there
Start
Finish
A stroller’s journey
A stroller’s goals are
memorable experiences.
Strollers need the walking
system to work for them
opportunistically at the
street level – allowing
them to drift, wander and
have the confidence to get
lost. The conceptual model
of a stroller is akin to
‘ripples in a pond’.
Where shall
we go?
Here?
Here?
Here?
Start
Here?
Finish
Finish
Finish
Or here?
Finish
has two diferent types of map, a wider map termed a ‘Planner’
or ‘15-minute map’ (Fig. 17) which primarily show how close
areas are to each other as well as pinpointing transport hubs. As
such, these maps are designed to help people plan long distance
journeys on foot and keep track of where sites such as bus stops
and underground stations are located. ‘Finder’ or ‘5-minute’ maps
(Fig.18) are narrower but provide a more detailed representation
of a smaller area with landmarks appearing as 3d illustrations in
order to guide users to the end point of their journey. The two
types of maps have described above fulil separate functions and
provide user experiences that are distinct.
The project which Applied Wayinding undertook at Heathrow
Airport was designed for a diferent type of wayinding from those
created for urban environments and this has necessarily impacted
on the look and feel of the system. Acornley highlights that the
primary function of the mapping at Heathrow airport is to help
people ind the quickest route between two places as well as to
locate shops and restaurants. The movement of people in airports
30
Figure 17. Planner/ 15-minute map of Legible
London by Applied Wayinding
htp://www.moma.org/interactives/
exhibitions/2011/talktome/assets/
Figure 18. Finder/ 5-minute map of Legible
London by Applied Wayinding
htps://onemillionsigns.iles.wordpress.
com/2009/04/picture-85.png
31
is governed by light schedules and this can oten make for a
stressful experience. At the same time, however, when they aren’t
dashing from check-in to boarding, people want to be able to go
for a cofee or visit duty free and both of these extremes had to be
factored into the design of their wayinding system. To address this
challenge, Applied Wayinding created information hierarchies
which were relected in the design of maps with the location of
individual terminals being the most important feature, followed by
gates, shops and so on. It was also important to link the hierarchy
together so that spatial relationships are clearly identiiable to
users. The result was the creation of what has been termed a
‘Living Map’ system (Fig. 19–21) which accurately represents the
layout of the entire airport and clearly demonstrates the easiest
and quickest way to get between two places. The map is available
in both digital (on the Heathrow Airport website and mobile app)
and printed formats (on signs and printed in airport magazines),
it is necessary to update the map every two weeks relecting the
fact that Heathrow Airport is perpetually in lux. Having both
printed and digital versions means that those passing through
the airport can access information about the location of shops,
restaurants and other facilities in whichever format they prefer. By
comparison, the wayinding systems in operation at the majority
of airports around the world are largely similar in terms of the
typeface and colour schemes they use with most opting for a sanserif font in black on a yellow background. Despite the fact that the
wayinding system at Heathrow utilises the same colour palete
as at most airports, the Living Map ofers travellers an experience
Figure 19. Living Map System for Heathrow
Airport, mobile application designed by
Applied Wayinding
htp://appliedwayinding.com/
which is unique to Heathrow Airport and one which enables them
to use their time more eiciently.
Some designers are sceptical about the necessity of a detailed
map in wayinding systems and prefer to use a more minimalistic
approach which relies on streamlined directional signage. Applied
Wayinding (Applied Information Group 2007) contests this
view, describing maps as the simplest and most efective way of
providing users with a wealth of information. Maps ofer a rich
experience and have the capacity to provide a quick answer to
questions that users may have about their present location, where
their destination is situated, the quickest route to their destination
32
Figure 20. Living Map System for Heathrow
Airport, heads-up sign designed by Applied
Wayinding
htp://appliedwayinding.com/
Figure 21. Living Map System for Heathrow
Airport, web site designed by Applied
Wayinding
htp://appliedwayinding.com/
33
as well as the length of the time the journey might take. It can
therefore be said that maps are at the heart of the storytelling
approach in urban wayinding design.
•
Designing the visual
It is Acornley’s view that visual outcomes should be related to the
features of where the wayinding system is being designed for such
as iconic locations and landmarks. Elements of the system such
as product design, colour palete and 3d illustrations of buildings
(Fig. 22) should be a relection of the identity and narrative of
where it is located. In the Legible London project, for example,
the typeface used is same as one used by Transport for London,
New Johnston (Fig. 23). Acornley suggests that if aspects of the
surrounding environment are evident in the visual aesthetic of the
system this will provoke an unconscious fascination in users. It is,
however, also important to ensure that information is presented
clearly and succinctly so as not to appear daunting or diicult to
Figure 22. Legible London, 3d building for
maps designed by Applied Wayinding
Applied Information Group, Yellow Book: A
Prototype Wayinding System for London.
decipher. This is why buildings and landmarks are illustrated in
3d (Fig. 22) on maps designed by Applied Wayinding as what is
sacriiced in the technical aspects of the illustration are more than
made up for in the usability of the map particularly for people who
may struggle to read maps such as those with learning disabilities
(Applied Information Group 2007). Therefore, the storytelling
approach can inluence wayinding design by helping it to relect
Figure 23. New Johnston Transportation
for London originally designed by Edward
Johnston, and redesigned by Eiichi Kono
Applied Information Group, Yellow Book: A
Prototype Wayinding System for London.
the character and features of the surrounding environment while
at the same time presenting concise, well-organised information to
users. It is these features that both enrich a user’s experience and
give them greater conidence in exploring the city around them.
Relationship to clients
According to Acornley, the storytelling approach can be adapted
and implemented lexibly depending on the design brief provided
by the client. Although the majority of Applied Wayinding’s
customers are city councils, the reasons behind the development
of these systems can be vastly diferent, with some being for the
beneit of tourists while are for the revitalisation of shopping
areas in town centre. Acornley believes it is the designer’s
responsibility to understand the type of experience that those
commissioning wayinding systems want to provide users with
34
and then consider the best format and approach (i.e. walking map
or mobile application) to use in order to achieve this. For example,
Walk Brighton (Fig. 24–27), is a wide-ranging wayinding system
developed by Applied Wayinding in conjunction with Brighton
and Hove City Council in order to enhance tourism in the area
(Applied Wayinding 2015). Monolith signs have been constructed
throughout the city, including on the beach, and provide an
intuitive navigational tool for visitors. Conversely, Leeds Walk It
(Fig. 28–30) was developed with the City Centre Management
Team of Leeds City Council in order to facilitate beter integration
between two new major shopping centres, Trinity Leeds and
Eastgate Quarters and has been successful in improving the
experience for shoppers’ in Leeds. Legible London, by contrast was
project with a number of stakeholders spanning transportation
authorities, local government and the business community
including Westminster City Council, the New West End Company,
Transport for London, the Mayor of London and the Crown Estate.
The brief was to design a harmonised wayinding system across
the capital in time for the London Olympic Games in 2012. Applied
Wayinding was successful in balancing the expectations of all
parties involved in the project to create a system that is deceptively
simple given the large and diverse area that it covers. The outcome
of this project has signiicantly contributed to improving tourism
and has increased the commercial success of the area that it
covers. Wayinding is far more nuanced than simply directing
people to a particular location and, as this section shows, there
can be any number of reasons why a local authority or business
might commission a wayinding system. The lexible nature of
storytelling makes it suitable for a variety of purposes and can be
adapted to encapsulate the character and identity of where the
wayinding system is being developed for.
Relationship with the culture and identity of a place
As described above, urban wayinding systems are the culmination
of stories taken from the surrounding environment, end users
and those who have commissioned the project, all of which are
intimately connected to the culture and identity of the place
where the wayinding system is located. Acornley summarises
this by contrasting two of Applied Wayinding most signiicant
35
Figure 24 (left). Walk Brighton, minilith sign
designed by Applied Wayinding
htp://appliedwayinding.com/
Figure 25 (right). Walk Brighton, on-street
monolith designed by Applied Wayinding
htp://appliedwayinding.com/
Figure 26. Walk Brighton, Brighton
iconography designed by Applied Wayinding
htp://appliedwayinding.com/
Figure 27. Walk Brighton, Brighton base map
designed by Applied Wayinding
htp://appliedwayinding.com/
36
Figure 28. Leeds Walk It, on-street monolith
designed by Applied Wayinding
htp://appliedwayinding.com/
Figure 29. Leeds Walk It, on-street map
designed by Applied Wayinding
htp://appliedwayinding.com/
Figure 30. Leeds Walk It, Leeds handy map
for the shopping area designed by Applied
Wayinding
htp://appliedwayinding.com/
37
projects, Legible London and Walk Brighton. In particular, the
typography and colour palete used for the Legible London is
strongly inluenced by the classic and sober visual identity of the
city it represents. In conjunction with the impact of utilising a font
similar to that used by Transport for London, the use of uppercase
letering on Legible London maps (Fig. 31) is in order to mirror the
look of London street signs (Fig. 32) (Applied Information Group
2007). This is also useful for individuals from countries who use
a non-Roman alphabet by allowing them to relate street signs to
information contained within the maps more easily. Furthermore,
the combination of white or yellow text on a dark blue background
relects the character of London while ensuring that text is clear
to users. The visual identity of Walk Brighton difers considerably
from the look of Legible London, relecting Brighton’s character as
a vibrant city whose location by the sea has made it popular with
Linked appearance of typography
Figure 31 (above). ‘OXFORD STREET’ on a
map of Legible London designed by Applied
Wayinding
Figure 32 (below) ‘OXFORD STREET’ on a
street sign, London
Applied Information Group, Yellow Book: A
Prototype Wayinding System for London
tourists. The pale green colour in the design shown in Figure 24
was taken from the fences situated along the beach. Moreover,
the maps located along the promenade are longer than those in
the town centre thereby relecting the topography of the beach.
Acornley indicates that the amount of information contained on
the maps is signiicantly less than those designed for the Legible
London project. The maps in Walk Brighton are relatively ixed
and enable tourists to roam around Brighton’s beach, town centre
and parks freely. The separate wayinding systems designed for
London and Brighton are a celebration of the distinct cultural and
historical identity of each city something which is clearly relected
in the design and usability of the systems created by Applied
Wayinding and is something which should be aspired to in all
wayinding projects. By doing so, these systems can contribute to
the sense of place and a city’s individual identity as discussed in
Chapter 2.
Discussion
Acornley utilises storytelling throughout many stages of the
wayinding design process including research, cartography
and visual development. His approach to storytelling shares
similarities with the three ways of using this method for
developing wayinding systems identiied in Chapter 2:
understanding user personas and journeys, developing a holistic
38
system and ensuring that the completed project relects the
cultural identity of the place in which it is located. As emphasised
on a number of occasions throughout the interview, however,
Acornley believes the storytelling approach to be at its most useful
in identifying and translating the distinct features of a place. These
are gathered through architectural and environmental information
as well as by developing an understanding of people’s needs and
movements. Once these features have been identiied they can
be relected in the visual design of the wayinding system such as
through the typography, colour palete and even the shape of signs
as demonstrated in the Walk Brighton project (Fig. 24). People’s
behaviours when journeying through a particular environment can
then be distilled into user personas which inluence the appearance
of maps and other aspects of the system.
Thus, the storytelling approach has the capacity to contribute to
wayinding systems that are entirely unique both in terms of visual
design and user experience from those which exist in other cities.
Applied Wayinding have conducted projects for numerous cities
throughout the world and, as such, it can be surmised that their
customers wish to have a method of wayinding that relects the
distinct feel and identity of their city. A thorough understanding
of the individual requirements of particular types of clients (i.e.
city councils and transportation authorities) is also an important
additional element to the ield research undertaken. Moreover,
Acornley stresses that providing visitors with an immersive and
interesting experience of exploring a city will make them more
likely to return. By using storytelling approaches designers can
create urban wayinding systems which enable pedestrians to
navigate the city with conidence and build detailed mental
maps of the city while the system itself can also contribute to
the projection of a distinct identity which is the goal of all cities
around the world.
39
Summary
» Storytelling is to pick up the features of place
» Stories are collected from environments, users and clients
» Storytelling approach should be developed lexibly adjusted for
each city
» Storytelling can be used in many phases in designing: research,
mapping and visual development
» Visual outcomes relect the features and identity of the place
3.2.2 Interactive wayinding — Sami Niemelä
Real-time data is a phenomenon which has only recently been
considered by designers as a way of improving the information
available through urban wayinding. As a result, the majority
of cases discussed in this section are still in the development
or prototype phase. The advantages that real-time data can
bring to urban wayinding, however, are not disputed and it is
anticipated that the opportunities it presents for ensuring that
information is always accurate and up-to-date have important
implications for the future of urban wayinding. Although the
Urbanlow (2011) project which has been developed by Nordkapp
is still in the prototype stage, it ofers an excellent example of
how storytelling can contribute to the development of interactive
wayinding models particularly given that storytelling can enhance
the prototyping process. The prototype model of Urbanlow is
currently being developed for Helsinki and so the project is called
Urbanlow Helsinki. To uncover how the storytelling approach can
be used in prototyping interactive forms of wayinding through
display screens in urban centres was the reason that Sami Niemelä
was chosen as an interviewee.
Nordkapp is a product and information design irm based
in Helsinki, Finland. They specialise in developing strategic
approaches to information and data visualisation as well as
interaction and interface design. Urbanlow Helsinki is a prototype
project co-created by Nordkapp and Urbanscale and which
proposes an operating system for Helsinki which generates and
curates real-time data which is then fed back to the city (Nordkapp
40
and Urbanscale 2011). The aim of the project is to ‘make the city
more accessible and enjoyable for both residents and visitors
through a situated interactive service which uses living data
from the city. It would ofer far-reaching beneits for both city
administrators and local citizens. Urbanlow can be tailored to
meet the needs and address the challenges of diferent cities, in
its prototype form, however, it is Urbanlow Helsinki and has
been developed in conjunction with Forum Virium Helsinki, a
research centre owned by the City of Helsinki to invent and design
new digital service. Although this project is not yet at the stage
of installing screens in Helsinki, a concept video (Fig. 33) was
released in 2011, which ofers an insight into what it is intended
Urbanlow will look like when it is inished. The video also
demonstrates the advantages that the system will provide when it
has been completed including the use of information outlets such
the screens mentioned above for wayinding and other purposes,
allowing eventual users to visual how the Urbanlow Helsinki will
work in practice.
Sami Niemelä is the Creative Director of Nordkapp. His primary
involvement in the Urbanlow project has been to reine the
concept, conduct research, develop the prototype and direct
presentational videos. Niemelä’s vision is to use design in order
to rethink cities and urban living through ‘the lens of functional
and human centric design (Niemelä 2012). He has an intrinsic
appreciation of simplicity which owes much to his time growing
up in the Finnish countryside while his preference for functional
design, apparent in Alva Aalto, echoes Finland’s socialist political
model. Besides urban information design, Niemelä has strong
insights into interaction and interface design.
The following are Niemelä’s answers to the email interview in
which he participated, considered with references to a blog
which he wrote entitled Building Urbanlow Helsinki (2011) and
a talk which he gave at the Mashable Innovation Series / BMW
Guggenheim Labs Berlin on Stories, Behaviour and Purpose.
41
Figure 33. Urbanlow Helsinki, concept video
produced by Nordkapp, 2011
This video shows how Urbanlow works in
the real world in combination of ilming
and motion graphics. Although this project
looks futuristic, this video enables viewers to
imagine how it beneits them.
htps://vimeo.com/26030147
42
The meaning of storytelling
Niemelä (2012) has drawn atention to the fact that the use of
stories, or narratives, as a medium of communication is something
shared by all cultures and civilizations for multiple purposes such
as education, entertainment, and cultural preservation or for
inculcating moral values in the community. Moreover, within the
context of an urban environment, Niemelä asserts that storytelling
can be a way of visualising the inordinate amount of data and
information that cities produce. Relecting on those views in light
of his own experience, Niemelä suggests that:
‘Storytelling equals communication. Finding a suitable narrative
to tell a story it to a preset context is an important part of
storytelling.’
Therefore, it can be said that storytelling has the potential to be an
efective means of presenting interesting and informative data for
the purposes urban wayinding.
Reasons for using storytelling
Niemelä has identiied three primary reasons for utilising the
storytelling approach:
1. ‘Video is an excellent way to encapsulate a story. A good design
iction, speculative or product video tells a self-contained story
of the why, what and how of a product.’
2. ‘Writing the narrative to the story forces you to think and
prioritise, especially when writing a “sales pitch” to someone
else. A voiceover and the reasonably short length of an average
user’s atention span is a good restriction.’
3. ‘Lastly, on product level storytelling is a great way to introduce a
product and the thing it does.’
Niemelä uses storytelling to encapsulate and visualise the story
of a product and present this in a concise way. He also highlights
(2012) the importance of sharing the backgrounds and concepts
behind a story which enables people to beter empathise and
understand it. As Urbanlow is a prototype, it is particularly
important to communicate the idea to local businesses and the
43
City Council and win their support for the project. Promotional
videos can be an efective and concise means of doing this by
clearly demonstrating how users can interact with the system
through urban screens while also providing insights into what
advantages it can bring to the city and its inhabitants. Thus short
videos are able to share both the concept and the advantages of
projects such as Urbanlow Helsinki to system designers, potential
stakeholders and future users.
Storytelling in the urban wayinding design process
•
Making a concept and scenarios of a product
Niemelä states:
‘For Urbanlow, the story was the inal product. Ater the initial
concept stage, communicating and truncating the story helped us
to crystallize what we had.’
Urbanlow Helsinki is the culmination of extensive research and
in depth analysis of the indings of this research. Firstly, Nordkapp
conducted studies on interactive elements of the cityscape
exploring how people interacted with twenty diferent urban
screens in Helsinki. At the time this research took place, urban
screens were, in the main, non-interactive and were largely used
for advertising purposes. This was followed up with interviews and
observations in the cities of Helsinki and Tallinn over the course
of a year to develop an understanding of people’s needs. From this
research they identiied three potential scenarios for using urban
screens (Niemelä 2011; Nordkapp and Urbanscale 2011):
•
Wayinding for visitors and tourists (Fig. 34): it enables users to
plan their journeys through live transit information and route
suggestions.
•
Showing and visualising real time information (Fig. 35) in
relevant to people’s lives such as energy consumption, traic
density air quality and municipal works.
•
Enabling people to give direct feedback to the City.
Nordkapp developed the concept of Urbanlow around the three
scenarios listed above. Niemelä (2012) describes the project as ‘a
44
piece of design iction telling a story of how urban screens have a
place in the city enhancing people’s lives and making the city more
transparent and friendly for all’. In this way, storytelling has the
ability to integrate and provide useful information from a city to
its inhabitants in a logically ordered and atractive way. As a direct
consequence of the research conducted and the presentation on
the Urbanlow initiative which Niemelä and his team delivered,
Nordkapp gained support in developing and implementing their
idea from Urbanscale and Forum Virium in 2010.
•
Introducing the product
Another function of storytelling is, as mentioned in a previous
section, to present the features of a prototype in an appealing way.
Niemelä stated in the interview that, ‘storytelling is an integral
part of a design project. Everything boils down to communicating.’
Such as in the case of Urbanlow, producing a concept video in the
Figure 34. Urbanlow Helsinki, live wayinding
using real-time transit information designed
by Nordkapp, 2011
htp://www.fastcoexist.com/1679254/
urbanlow-a-citys-information-visualized-inreal-time#1
Figure 35. Urbanlow Helsinki, visualisation of
real-time information designed by Nordkapp,
2011
htp://www.fastcoexist.com/1679254/
urbanlow-a-citys-information-visualized-inreal-time#1
45
inal phase of the project could be an efective of way of winning
support for a project.
•
Efects on the outcome
Regarding the impact of storytelling on the outcomes of a project,
however, Niemelä states:
‘Like I said, everything is a story, and design is about
communicating. I wouldn’t say storytelling itself has much efect,
but instead it just is part of the inal delivery. A video is a video of
course, so that sets the tone and bar for a certain type of resources.’
This shows clearly that he does not believe storytelling has a
direct or tangible inluence on outcomes. Rather, he emphasises
the role of storytelling as a communication tool useful during the
implementation phase of the project and how it can be used to
present ideas in an appealing way.
Relationship to clients
In his answer to question 4, Niemelä states that, ‘sometimes as
an end product [a video], most times not at all since it is a part
of the process anyway’ Niemelä’s primary use of the storytelling
approach is to distil a number of factors into a single concept.
Urbanlow’s concept video, for example, is successful at integrating
elements such as the background, purposes and values of the
projects in order to communicate these to clients. For prototype
projects, demonstrating what the system will be able to do when
it is fully functional could be vital for securing the support and
funding from clients and stakeholders.
Relationship with the culture and identity of a place
Niemelä indicates:
‘The culture and identity of a place tell the story at large. Graphic
design is a strong part of identity of a place– both current in form
of advertising and wayinding as well as in layered history such as
remains of past places, signs and so forth.’
Even advertising and wayinding look diferent, as Niemelä states, both
46
of them are environmental graphic designs that represent the features
of a place, construct its cityscape and form an identity. The design of
the Urbanlow Helsinki map (Fig. 36)is also inspired by the look and
feel of Helsinki (Nordkapp and Urbanscale 2011). Yet the system
is also highly lexible and can be adapted to it with the aesthetic
and relect the identity of other cities by changing features such as
typography.
Additionally Niemelä (2012) considers a city to consist of
numerous layers that have developed at diferent speeds and
which have come into being at diferent times. The layers referred
to by the interviewee are things such as fashion, commerce,
infrastructure, governance, culture and nature. Urban interactive
wayinding can therefore combine these physical and igurative
layers of a city through digital technology in order to add new
meanings to abandoned spaces and recount the story of a place
Figure 36. Urbanlow Helsinki, interface of
map designed by Nordkapp
Typeface: Proxima Nova designed by Mark
Simonson
On urban screens, this typeface balance
legibility and warms.
from a variety of perspectives. As such, digital wayinding systems
can contribute to the character of a city and emphasise aspects
which give it a distinct identity.
Discussion
htp://www.fastcoexist.com/1679254/
urbanlow-a-citys-information-visualized-inreal-time#1
The talk entitled Stories, Behaviour and Purpose (2012) which
Niemelä delivered to the Mashable Innovation Series / BMW
Guggenheim Labs Berlin appears to suggest that he has an
advocate of storytelling as a means of concept development in
wayinding. During the course of the interview, however, it became
clear that Niemelä primarily views storytelling as a method of
communicating with users and clients. During the Urbanlow
Helsinki project, storytelling was used to distil the outcomes of the
research and observations into a concept video. And this approach
does appear to have been successful given that the video has been
viewed almost 44,000 times on Vimeo since it was posted online
in 2011. The interesting way in which this video describes the idea
underpinning Urbanlow has clearly reached out to many people.
For interactive urban wayinding prototypes like Urbanlow,
storytelling is undoubtedly an efective way of describing its
development, how it will operate in an urban environment and
the advantages that it will bring to users. The way in which the
storytelling is used to demonstrate the product should emphasise
47
the values of the product and also highlight the context in which it
will be used.
As Niemelä mainly works in the ield of interaction and interface
design, Urbanlow is primarily about urban interaction design
rather than traditional wayinding. Interestingly, he views cities as
a combination of huge amounts of diferent types of data which he
then uses technology to curate and present which he describes as
‘telling compelling stories’. Despite this, Niemelä appreciates the
importance of incorporating the cultural and historical identity
of cities into the design of the systems which he develops. Using
interactive screens for the purposes of urban wayinding ofers the
opportunity to use compelling stories to package interesting and
informative data for users.
Summary
» Storytelling is communication
» Storytelling does not afect outcome signiicantly, but is useful
for developing a concept which consists of numerous ideas and
extensive research, as well as for presenting the appealing points
of a product
» Videos are a powerful form of media which capture a story and
convey it to many people
» Urban wayinding and advertising tell story of a whole place
48
4 Conclusion
The outcome of the two interviews demonstrate how storytelling
based approaches to urban wayinding systems difer amongst
those who design them. Whereas Acornley utilises storytelling
in many stages of the development process, from research and
cartography to inal visual development; Niemelä perceives the
value of storytelling to be as an efective and compelling means
of communicating with clients and users once the project has
been completed. Acornley focuses on understanding the features
and narrative of an environment which can then be translated
into visual outcomes while Niemelä’s preference is to use the
storytelling approach to build a narrative around the product itself
which can then be put into a format such as a short video.
Despite the clear disparities in the way that Acornley and
Niemelä view the role that storytelling approaches can play in
developing wayinding systems, they seem to share the opinion
that storytelling can be particularly efective at integrating and
synthesising various elements into a single idea. In the initial
stages of developing a wayinding system, for example, both
interviewees feel that the storytelling approach can be an efective
means of integrating aspects including the needs of both users’ and
clients as well as information about the surrounding environment.
Designing an urban wayinding system is a complicated task that
encompasses a wide range of disciplines from city planning to
information design, the storytelling approach helps to galvanise
these disparate areas and channel them into a single concept.
Furthermore, both Acornley and Niemelä emphasise the
importance of understanding the cultural and historical features
of a city when designing an urban wayinding system to ensure to
ensure that it captures and projects that city’s distinct identity.
In the age of globalisation, the fundamental requirements of any
urban wayinding system include engendering a sense of place
and ofering a unique experience to users. Furthermore, urban
wayinding has the capacity to accurately convey the narrative
of a city through visual design and bring to the fore the distinct
features which give that city an image and identity that is like
49
nowhere else. By providing visitors with fond memories of
exploring a city, a well-designed, efective wayinding system will
ultimately encourage visitors to return. The advent of real-time
data has also dramatically expanded the possibilities of wayinding
particularly in the realm of information relating to transportation
as highlighted by the Urbanlow project. This has the potential
to change the face of these systems providing beneits to local
authorities, residents and tourists.
As regards the interviewees that were chosen for this dissertation,
the task of inding designers who advocate user-centred
approaches and the inclusion of cultural aspects in their
wayinding models was challenging as many prefer to focus on
the technical aspects of their projects. Acornley suggests that this
may be as a result of an undue emphasis on design theory and
wayinding technique. Placing pedestrian experience should be at
the heart of creating any wayinding system.
Although the restricted number of sample projects available limits
this study to some extent, it does provide a strong starting point
to expand on many of the issues discussed. Since storytelling is an
ambiguous concept that can be interpreted in a variety of ways,
how and at what stage storytelling can be connected to the process
of designing urban wayinding systems should be given further
consideration. Developing a beter understanding of the processes
followed by designers may be one way of achieving this.
50
51
Interviews
Participants quoted in the dissertation:
Acornley, Ben. Interview by Shiho Asada. Recording,
20 August 2015. London.
Niemelä, Sami. Interview by Shiho Asada. Email, 28 August 2015.
52
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