Digital Creativity
ISSN: (Print) (Online) Journal homepage: https://www.tandfonline.com/loi/ndcr20
How to design for exploration through emergent
narratives
Kristina Maria Madsen , Mette Skov & Peter Vistisen
To cite this article: Kristina Maria Madsen , Mette Skov & Peter Vistisen (2020): How to design for
exploration through emergent narratives, Digital Creativity, DOI: 10.1080/14626268.2020.1784233
To link to this article: https://doi.org/10.1080/14626268.2020.1784233
Published online: 25 Jun 2020.
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DIGITAL CREATIVITY
https://doi.org/10.1080/14626268.2020.1784233
RESEARCH ARTICLE
How to design for exploration through emergent narratives
Kristina Maria Madsen
a
, Mette Skov
b
and Peter Vistisen
c
a
Department of Business & Management, Business Design LAB, Aalborg University, Aalborg, Denmark; bDepartment of
Communication & Psychology, E-Learning Lab, Aalborg University, Aalborg, Denmark; cDepartment of Communication &
Psychology, Center for Interactive Digital Media and Experience Design, Aalborg University, Aalborg, Denmark
ABSTRACT
KEYWORDS
This paper presents emergent narratives from theory on game design as a
model for designing cultural heritage exhibitions and discusses how criteria
of emergent narratives can support exploratory user behaviour. We propose
that emergent narratives can be transferred to the design of interactive
digital exhibitions, thereby removing constraints and allow for more
personalized and potentially structure-breaking user experiences. Whereas
exhibition design often either focuses on form or content, we propose that
by designing for exploration through criteria of emergent narratives, a
balance can be found between content and form that encourages
explorative behaviour in the exhibition. This adds to the discourse of design
principles for using principles from closed digital environments, such as
games, in open physical spaces of exhibitions. This paper answers the
research question of how theory of emergent narratives can be used to
design for exploration.
Design; exploration;
exhibition; emergent;
narratives
Introduction
In game design, open storyworlds leave the creation of the narrative up to the gradual emergence of how the user plays the game—as
opposed to the user progressing through a
firmly set structure (Juul 2002). In open
world games, players can either follow a structured narrative or explore the game mechanics
possible impacts on the world, setting their
own quests and paths. Like game design, exhibition design is another context that relies
heavily on narratives. Exhibitions use narratives to communicate knowledge to their
users. Some museum narratives are reproductions of written history, while others communicate a historical period, artefact, or event
through fictionalization of historical facts and
CONTACT Kristina Maria Madsen
[email protected]
University, Fibigerstræde 11, 9220, Aalborg, Denmark
© 2020 Informa UK Limited, trading as Taylor & Francis Group
objects to recreate or represent history and
constitute a coherent representational universe
(Macdonald and Silverstone 1990). MacLeod,
Dodd, and Duncan (2015) described the
cross-section of design research and cultural
heritage exhibition design as museum design
research (314), as including design fields such
as museum architecture, exhibition design,
and experience or interpretive design.
MacLeod, Dodd, and Duncan (2015) describe
the narrative approaches in museum design
research as understanding users as narrative,
meaning-making beings who make sense
through both body and mind.
This paper explores the potentials and challenges of designing for emergent narrative
structures in digitally augmented exhibition
Department of Business & Management, Business Design LAB, Aalborg
2
K. M. MADSEN ET AL.
design, as a specific approach, inspired by theory on narratives for open story world games.
The theory of emergent gameplay and narratives is described by Aylett (1999) as narrative
structures, constituted by, or generated from
underlying processes of the user’s experience.
Aylett (1999) challenges different narrative
approaches to understand how far the predetermined nature of narratives can be relaxed
by approaching the behaviour of emergence
narratives as bottom-up experiences that happen through the interactions between essential,
but simple, components in virtual environments. Based on Aylett (1999, 2000), Swartjes
(2010), and Madsen and Vistisen (2019), we
point to four main characteristics of emergent
narratives and discuss them in the context of
digitally augmented exhibition design. The
aim is to explore how emergent narratives
and the idea of open world building can
improve the exploration potential of the
museum experience.
The potentials and challenges with emergent
and interactive narratives are explored in other
recent studies such as Ryan, Mateas, and Wardrip-Fruin (2015), Estupiñán and Szilas (2019)
and Gjøl, Jørgensen, and Bruni (2019). These
studies approach the analysis of different
aspects of interactive or emergent narratives in
a digital or game realm to understand user
engagement, narrative potentials and challenges. These studies propose interesting perspectives on the design challenges and user
engagement in interactive digital narratives.
However, as Aylett (1999, 2000) and Swartjes
(2010), these studies are mainly based on virtual
environments. The focus in this paper is to
explore the potentials of emergent narratives
in design of physical spaces such as museum
exhibitions, which frames a specific understanding of terms such as agency. Nevertheless, we
acknowledge that there are many discussions
and perspectives on interactive narratives and
the understanding of agency, that we can not
unfold in this paper. Instead, focus is on exploring the potentials of agency in emergent
narratives when moving from a digital to a
physical realm.
The origin of emergent narratives
Goldstein describes emergence as a construct
‘[…] arising of novel and coherent structures,
patterns and properties during the process of
self-organization in complex systems’ (1999,
49). Aylett (1999) further describes emergent
narratives as structures constituted by-, or generated from, underlying processes of a user’s
experiences. Jenkins (2004) argues that emergent narratives are not pre-structured but take
shape through game play by having spaces
that are designed to be rich with narrative
potential. That is, even though emergent narratives are unstructured, they are not ‘[…] as
unstructured, chaotic, and frustrating as life
itself’ (Jenkins 2004, 684). Following Jenkins,
Juul (2005) describes emergent narratives in a
game design by simplifying emergent narratives
by describing the term as a player’s experience
of a game, or rather the stories that a player
has created playing a game. Swartjes (2010)
notes this complexity of interactive stories
where emergence is ‘[…] addressing the paradox between free-form interactivity from a
first-person perspective and narrative structure,
and as a design approach’ (Swartjes 2010). It is
thus evident how emergence is a radical departure from the classical structure of a narrative
where content is employed as a linear structure.
Contrary to linear narratives, Swartjes (2010)
describes how a narrative is emergent if there is
no predetermined plot in the experience and
when the narrative is the result of how the
user accumulate past actions and events as
coherent and meaningful. Emergent narratives
may exist alongside a traditional plot structure,
as long as a meaningful experience is possible
outside the plot. Walsh (2011) focuses not
only on emergent narratives but also on emergent behaviour, arguing that a story arises
from behaviour, and behaviour is enabled by
forming narrative meaning. Finally, Madsen
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and Vistisen (2019) identify four strategies for
emergent interactions in exhibitions which are
either user driven or design driven. They
argue that if emergent interactions can be identified either through a design process or in user
behaviour, these interactions can be used to
inform exhibition design.
The previous contributions share the notion
of emergent narratives as an unstructured
approach to letting users form their own narratives within a specific, often digital, environment.
As such, the main thesis of emergent gameplay is
that meaning arises not through the lack of structure but despite the existence of structure.
Narrative model and structure
The potential of designing for exploration
through emergent narratives lies in the structure
of the narrative: balancing between communicating a linear core narrative, and providing choices
that emanate from the structured narrative and
unfold through the user’s interactions.
The point of departure for approaching
emergent narratives in exhibitions is not to
remove structure altogether. Rather, the aim is
to create meaning despite of- and across structure and let user exploration result in narratives
emerging from a structured narrative. We build
on two of Ryan’s (2015) nine narrative models
describing option of choice in narratives to visualize the structure of explorable storyworlds for
exhibitions. The vector with side branches narrative model (Figure 1) is described by Ryan: as
‘[…] giving no choice but to move forward
but becomes interactive through optional side
branches that lead to “roadside attractions”’
(2015, 165–166). Thus, we have the structured
narrative as the core from which the side
branches’ narratives unfold.
The flowchart narrative model (Figure 2) has a
[…] horizontal progression corresponding to
chronological sequence, while the branches
superposed on the vertical axis represent the
choices offered to the user. The system prescribes an itinerary through the storyworld,
3
Figure 1. The vector with side branches narrative
model redrawn based on Ryan (2015, 167).
but the user is granted some freedom in connecting the various stages of his journey.
(Ryan 2015, 171)
This is a narrative structure that requires the
core narrative and all alternative narratives to
tie in at the end to ensure a meaningful experience for the user.
Understanding the potential narrative model
and structure creates the foundation for visualizing and discussing potential emergent narrative structures, which option of narrative
choices we want to provide users with, and
how this will be supported through designed
features.
Identifying the criteria of emergent
narratives
Apart from the narrative structure, the idea of
emergent narratives provides an intriguing discussion of ways to facilitate exploration. Based
on Aylett (1999, 2000), Swartjes (2010), and
Figure 2. The flowchart narrative model redrawn
based on Ryan (2015, 172).
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K. M. MADSEN ET AL.
Madsen and Vistisen (2019), we point to four
main criteria for emergent narratives in this
paper and discuss their application and potential in the physical context of museums. These
four characteristics are storification, narrative
closure, agency, and user mindset.
Storification
Storification was first described by Aylett (2000)
as a type of participative narrative. Swartjes
(2010) frames storification as a subjective
assimilation of events unfolded dependent on
a user’s actions in an environment to create narrative understanding.
Users do not respond passively in an exhibition but personalize their experiences by engaging in the environment and selecting the
elements that they find interesting to interact
with and interpret to make sense of what they
see (Falk and Dierking 2013). In theory, this
creates the opportunity for storification to
occur in a museum. However, Swartjes (2010)
also points out that storification goes beyond
one-dimensional messages, which can be a challenge for exhibitions. Often, exhibitions only
provide binary choices for the user—e.g. to
read a label or not, or to interact with an installation or not, etc. Such binary provides little
narrative choice as a consequence. This stands
in contrast to the idea of emergent narratives
that calls for open and free choices in an
environment, using a simple set of mechanics
to enable multiple actions.
Narrative closure
For narratives to be desirable, they must have an
ending (Swartjes 2010). When creating emergent narratives, the narratives can in principle
go on forever, which will leave the user with
many questions at the end of an experience
(Swartjes 2010). Swartjes proposes that a way
to achieve closure is by having a narrator debrief
the user at the end of the experience or by
creating the opportunity for a discussion with
another character, be it digital or human.
The principle of narrative closure is not far
from the idea of ‘meaning making’ in museum
user studies (Falk 2009). Another perspective
on the narrative closure is when users act and
make choices in the environment they are
building towards a necessary ending, but determined by the emergent actions the user has
taken (Swartjes 2010). Such endings cannot be
predicted because of the emergent nature of
the experience that allows for limitless potential
at the start of an experience. This creates a challenge since the debrief cannot be generic, but
should be either personalized to each individual
or have an omniscient perspective (Swartjes
2010).
Agency
Agency refers to a user’s ability to act and interact in an environment. Swartjes (2010) explains
that to evoke a user’s agency, the user must be
able to interact freely in a storyworld and have
a social presence in the environment. By giving
users a social role in a given environment, social
conventions follow and give the user a frame of
action to be able to take meaningful actions in
their own narrative.
If we look at the potential of agency in
museums, Falk and Dierking (2013) describe
how visitors do not respond passively to exhibitions but choose their own experience by selecting what they find interesting to learn more
about. They state that no matter the exhibition
designer’s intentions, the visitors will not be
controlled and will always choose the path
they find most interesting. As such, museums
should create space for agency.
Agency is closely connected to user mindset.
If the users do not want, or do not realize, the
opportunity to ‘play along’, explore, or engage,
no opportunity of agency will get them to interact or act in the environment. User studies often
refer to motivation and meaning making (Drotner et al. 2011; Falk 2009; Falk and Dierking
DIGITAL CREATIVITY
2013; Simon 2010) as important factors when
designing interactive exhibitions. At the same
time, experiences are subjective (Muscari
1985), and only the individual that engages in
an experience will be able to determine what
motivates and gives them meaning. Based on
Simon (2010) and Falk and Dierking (2013),
we can theoretically assume that most museum
visitors want to participate and explore by
actively choosing their own path and storyline.
This optimizes the potential of introducing the
idea of designing for emergent narratives
because the basis for agency is present in the
museum structure. Thus, we consider how
agency can be supported in an exhibition
design, free for the user to leverage.
User mindset
For an emergent narrative to be created, a user
has to be willing to explore the storyworld that
they are presented with (Aylett 1999). Aylett
argues that for a user to be willing to explore,
curiosity has to drive them. Exploration is a
natural state of mind for human beings and is
one of the ways that we learn. Often a mindset
of exploration is based on a sense of curiosity, or
wanting to understand a subject, object, or
challenge.
Exploration is not a new subject for
museums. In 2009, Falk described five common
user types based on what motivates the users
coming to a museum. One of them is the
explorer, described as curiosity driven with an
interest in the content of the museum. This
group of users comes to the museum with the
right mindset, but the tricky part is sparking
their curiosity. Museum users have a predisposed expectation to what a museum experience is and what to expect. Falk and Dierking
describe how: ‘[…] most visitors come to
museums specifically to see exhibitions and do
“museumy” kind of things’ (2013, 104). Strong
conventions about how to behave as a museum
visitor can be a challenge for applying the idea
of emergent narratives to exhibitions; it causes
5
users to break with the conventions and structures of museum culture. There may be
explorers whose curiosity is sparked by exhibitions today, but how can we challenge users’
mindsets to encourage exploration?
Case study of the Limfjord museum
The motivation for introducing emergent narratives to exhibition design originated from a
research project collaboration with the Limfjord
Museum in the northern part of Denmark,
which posed a challenge in balancing enlightenment and experience between their different
activities. At the museum, there exists a clear
contrast between the indoor exhibition and outside activities where the latter encourages a
higher level of participation, and willingness to
explore, contrary to the more passive indoor
exhibition encouraging more passive reading
and seeing. This contrast motivated us to
explore the idea of designing exhibitions based
on open world building and free exploration
to open new learning and experience possibilities for users. Through this case study, the
four criteria of emergent narratives were applied
in the exhibition design process. The aim was to
create an exhibition that encourages exploratory
user behaviour and test how emergent narratives criteria can be used in an exhibition design.
The applied design criteria of
emergent narratives
This section examines the transition of the four
criteria of emergent narratives to a physical
exhibition. Emergent narratives are not prestructured but take shape through game play
by having game spaces that are designed to be
rich with narrative potential (Madsen and Vistisen 2019). By providing multiple explorable
narratives (Figure 3) which are connected to
the structured storyline, we design a space rich
in narrative potential which the user can
explore to create their own emergent narrative.
Thus, emergent narratives are the sum of a
6
K. M. MADSEN ET AL.
Figure 3. A modified ‘The Vector with Side Branches’ (Ryan 2015, 167). The vector represents a structured narrative,
and the side branches represent the explorable narratives. The figure is based on Ryan’s model but is redrawn and
modified for this paper.
user’s collective experience of their explored
journey through an exhibition, which exists
alongside the structured narrative. Walsh
(2011) describes this as the accumulative structure of emergence.
The criteria for emergent narratives become
relevant in the design process, when we start
to give shape to the conceptual idea, and all
the way to the final design. A process that we
will unfold in the following sections.
Storification by design
In creating exploration through emergent narratives, the core criteria is creating options of
choice or multiple layers of storylines, either
explicit or implicit. Creating option of choice
is highly relevant to allow for the user’s storification, because it represents the user’s potential
to choose freely. The multiple layers allow users
to tap into different parts and stories related to
the core narrative by either breaking or challenging the way that they usually approach exhibitions. The concept of storification focused on
how to create multiple layers of information
that could only be discovered by users actively
exploring the exhibition—that is, explorable
narratives that connect to the structured narrative and for the users to tap into. In the present
case, the options for storification are limited
because the exhibition space is small. Therefore,
the focus for storification fell on how we could
create options through narratives.
The multiple layers of information and stories
were manifested into the exhibition as small
notes hidden around the artefacts with ‘Did
you know … ’ facts, bottles with messages, sensor-activated audio stories and personal letters
from fishermen to their loved ones. Together
with the traditional explanatory posters, these
branching narratives gave the users an option
of choice of which narratives they wanted to
read and follow, thereby creating their own storification. The branching narratives are relevant
to the core narrative and consist of information
not given elsewhere in the exhibit. If a user passively walked through the exhibition, reading
informational posters and looking at objects,
(s)he would still, most likely, activate audio stories through movement sensors with two personal
tales. Aside from that, three more types of narrative side branches were added. The small ‘Did
you know … ’ facts were handwritten on manila
tags (Figure 4, pictures 1 and 3), which normally
are used for filing objects and therefore were
rather camouflaged in the exhibition. The handwritten letters (Figure 4, picture 2) were folded
up into envelopes and placed randomly on or
by objects. Lastly, messages were rolled up in bottles and placed in the sand covering the floor. All
DIGITAL CREATIVITY
7
Figure 4. Potential for storification through options of choice in the narrative exploration.
three types of narrative side branches called for
users’ curiosity and willingness to explore. However, providing users the option of choice to form
their own storification is not enough to actually
encourage exploration, which we will get back
to in the sections on agency and user mindset.
In comparison to the emergent gameplay in
virtual games, physical exhibition spaces do
not make it possible to remove the structure
and binary choices completely. But by creating
options of choice in the narratives and by
removing the constraints of limited accessibility
to objects (described below), the users are provided more freedom to both interact freely
with the exhibition and assimilate events
throughout their visit to make their subjective
storification of The Amazing Eel’s significance
on life around the Limfjord.
Narrative closure by design
Narrative closure was in this exhibition design
discussed as a debrief. Debriefing became a question of getting the users to reflect on their experience and what they had taken away from the
exhibition. Apart from these reflections, another
goal was to have the debrief lead the user
onwards to set the exhibition in context with
the rest of the museum’s activities and other
exhibitions. Thus, the debriefing is a point of
connecting the exhibition to the museum as a
whole and getting the user to reflect.
The solution for the debrief was the question
‘What can you tell about the eel?’ placed on the
top, and Post-its with users’ responses reflected
on the question (Figure 5). The second picture
(Figure 5) shows signs sending people to other
exhibitions or activities at the museum.
The debrief for narrative closure was located
right before the users left the exhibition. ‘At the
end’ is where the structured narrative comes to
a close, as visualized in both of Ryan’s (2015)
narrative models. Both models (Figures 1 and
2) come together in a collective ending wheeling
in the branches, and this is where the narrative
closure is situated. So, the debrief has to provide
the user with a narrative closure no matter
which narrative emerged. We wanted the user
to leave the exhibition with an understanding
of the eels’ significance for life around the Limfjord, no matter which narratives they followed.
The debrief aimed to provoke users to reflect
upon their own storification of the eels’ significance to create a relatable, reflective, and meaningful closure.
Agency by design
The most important aspect was how to provide
users the ability to feel, touch, and act throughout the exhibition and to encourage exploration
in contrast to placing objects behind glass. The
exhibition encourages exploration through
interactivity ‘by chance’, meaning that stories,
sounds, etc., are activated by touch or movement, without being marked by a sign. When
discussing agency, it became clear that this criterion is closely connected to user mindset. If a
user does not want to or is not aware of the
potential for actively exploring the exhibition,
8
K. M. MADSEN ET AL.
Figure 5. Picture 1 shows the debrief board, and picture 2 shows signs to other activities.
no amount of agency will get the user to interact
with the exhibition.
Agency was applied to The Amazing Eel exhibition by removing all glass displays and placing
artefacts openly in the exhibition. Some artefacts
were placed in ways that forced users to interact
with them. All artefacts were up for grabs and
could be touched, held, felt, or tested. All objects
in the exhibition were original historic objects
placed with connected information posters, pictures, and related objects. By leaving everything
up for grabs to be touched, held, felt, or tested,
we give users the agency to create their own narratives based on the way they choose to explore
the exhibition space.
User mindset by design
The exhibition design should motivate users to
actively participate to create their own narratives through exploration of the exhibition
space. Consequently, user mindset becomes a
question of not only providing agency and
interactive potential but also briefing users to
set the stage of their experience. The aim was
to challenge the user while walking through
the exhibition. Objects were placed in their
way to encourage interaction, etc. Working
with the concepts of user mindset and exploration, we aimed to create an exhibition space
with explorable content, but it is up to the
users themselves to create their own experience
and narrative through the exhibition.
User mindset was the most challenging principle. In an attempt to affect user mindset, setting
the stage and briefing the users became of utmost
importance. The exhibition facilitated user
agency, but users should also be informed of
how we expected them to approach the exhibition. First, we decided to have a custodian brief
the users by informing them on how they are
expected to act and interact: be curious, explore,
touch, and interact. Next, users meet a large poster (Figure 7, picture 1), with both a photograph
DIGITAL CREATIVITY
9
Figure 6. Agency through the opportunity to explore all objects. The first picture shows two thumb gloves on an
ice sled. The second picture shows traditional eel catching tools from the Limfjord. The third picture is clog boots
and another type of eel gig.
of a fisherman with an eel and text introducing
the exhibition theme and briefing users on how
to explore, touch, do, and feel. This onboarding
experience resembles the ‘how to play’ guidelines
from video games but are here adapted to the
physical, and less controlled, context of the
exhibition.
Discussion
Inspired by theory on emergence in game
design, we derive four essential criteria for
emergent narratives, which we show can be
applied to physical exhibition contexts, such as
museums, zoos, and art galleries. With these
four criteria, we propose guidelines for designing for exploration through emergent narratives
by opening up an exhibition’s narrative model
and encouraging free exploration by users. We
argue that if we approach exhibition design
through emergent narratives, we can encourage
exploration in the exhibition space by examining how meaning can be formed despite structure, and let explorable narratives emanate
Figure 7. These images show some of the exhibition elements that were installed to affect the user mindset.
10
K. M. MADSEN ET AL.
from the structured core narrative. The analysis
empathises why it is important not to enforce
emergence in exhibitions, but rather design
around the proposed criteria for exploratory
behaviour, which are open for, but not dependent of the forming of emergent narratives
forming from the users behaviour. Even though
we cannot control emergence, we can try to create an exhibition with a rich storyworld that
requires exploration, thus supporting users in
their creatively play with the exhibition and
negotiate the multiple possible, and equally relevant, readings of the exhibition. This point to
the limitations of this study, since we focus on
deconstructing the exhibition design, and not
on evaluating user experiences of exploration
through emergent narratives. Thus, to expand
the study further studies should include interviews from concerned parties as museum professionels, users and exhibition designers.
Building on this study’s analytical conclusions,
we argue that this type of narrative model can
best be developed through digitally augmented
exhibition design, where digital and analogue
media are combined to provide an as rich as
possible narrative for users to explore.
Disclosure statement
No potential conflict of interest was reported by the
author(s).
Notes on contributors
Kristina Maria Madsen, PhD is a research assistant
at Aalborg University with a research interest in the
intersection between strategic design, experience
design and exhibition design. Kristina’s research
focuses on exploring experience design as a strategic
design approach for designing exhibitions.
Mette Skov, PhD, is associate professor at Aalborg
University, Denmark. Mette’s fields of research
include visitor studies, experience and interaction
design. In the museum field, she is working with
the walk-along method to study user experience
and has also studied online museum visitors’ information-seeking practices.
Peter Vistisen, PhD, is associate professor at Aalborg
University with a research interest in the intersection
between technology and the liberal arts. Peter’s
research focuses on developing design approaches
for early exploration of the viability, feasibility and
desirability of digital technologies.
ORCID
Kristina Maria Madsen
http://orcid.org/00000003-4691-1144
Mette Skov http://orcid.org/0000-0002-8821-0314
http://orcid.org/0000-0002-9194Peter Vistisen
2946
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