We partnered with Palma Studio to develop new online interpretation for the Jane Austen House Museum, designed to engage teenagers in a little-known part of the Jane Austen story: her 'juvenile' writing. Few people know that in her youth, Austen wrote a series of short stories and fragments that are once familiar and outrageous; stretching the rules of fiction, and satirising the canon of her day, as she slowly learnt her craft.
We were comissioned to research, design, write and program a work of online interactive fiction based on one of these stories, "The Beautifull Cassandra". Players find themselves whiling away a rainy afternoon with the young Jane, helping her to dream up the adventures of the titular heroine. They must decide on Cassandra's path through the story - taking in wars, haunted castles and shipwrecks - before facing the most horrifying challenge of all... a society ball. Players even have the chance to write sections of the story themselves, when Jane falls prey to writer's block!
We worked with Museum In A Box to design, script and produce a new collection of objects and audio stories for The Royal Mint, to coincide with the 50th anniversary of the decimalisation of UK currency in 1971.
The Boxes are designed to be used in care homes throughout the UK, as a focal point for 'reminiscence sessions' with residents. Each object in the collection, when placed on the Box, activates a short audio drama, based around the life of Linda Thomas. Linda is a fictional resident of Llantrisant, in South Wales, living through the five-year period between the announcement of decimalisation and 'D Day' itself. Each object allows the listener to eavesdrop on a few moments in Linda's life, as she comments on the changes that decimalisation is bringing to her everyday life. From nights out with the girls in Cardiff and country walks, to her husband's choir practice and Saturday markets, Linda brings this period of British history to life in all its ordinary poignancy - as well as encouraging listeners to discuss their own memories of decimalisation.
By the end of 2021, the boxes will have reached over 50,000 care home residents in the UK.
The underlying algorithm simulates how English placenames arise and mutate over time, before placing these generated facsimiles onto real Ordnance Survey maps. See if you can tell them from the (often equally implausible) real names. When you find one, you have the option to submit your own story of how the place came to have this name: stories arising from geographical features, ancient ruins, famous former residents or miraculous events.
We served as technical advisors on the inter-institutional True Echoes project: a collaborative program to digitise, and distribute, historic recordings of Australian and Oceanic cultures back to those communities where they were originally captured.
Our role was to advise on the best way to provide access to these recordings, and the contextual research surrounding them, for communities across the Pacific region - often in areas with little Internet access, or even a reliable provision of electricity. Working with project partners at the British Library, we helped to develop a robust solution using the Raspberry Pi platform as a self-contained, battery-powered unit that can be shared amongst communities in-situ.
A cautious note of optimism for digital innovation in museums.
The history of interactive fiction, and how it has come to define our practice.
A love letter to the work of the British Library Collections Care Department, written during our residency at the Library in 2014-2015.
A piece exploring the tensions that arise when museum exhibitions and fictional narratives are squashed into the same headspace. Written during our residency at the Library in 2014-2015.
A very long (and now slightly-illegible) essay about the nature of choice, art and history. Sympathetic readers only.
We were contracted by Jam Creative Studios to provide narrative and game design for the virtual reality experience Mission: Planet Earth, commissioned by National Museum Wales to reinvigorate their interpretation of our planet's geological and meteorological history.The experience places visitors behind the controls of a time-travelling 'chronocraft'. Aided in their adventures by a plucky if accident-prone robot named L.W.N.A, visitors are tasked with collecting environmental samples from several periods in Earth's deep past; providing them with the raw materials for understanding the changes in our climate today.
We provide a full copywriting, journalistic and editing service to a wide range of clients in a number of sectors; from charities and publishers, to creative collectives and cultural institutions. We combine solid research, and an academic grasp of rhetoric and narrative, with agile, vivid imagery and a genuine interest in the subject matter.
We only work with partners whose values we subscribe to, and who we think have something worth saying. Through good communication, confident editing and a holistic understanding of what underlies the task at hand, we produce prose (short and longform) that immerses, galvanises and inspires action.
Past clients have included OCRS, Text Appeal, Shelter UK, Enhanced Editions, Bath Spa University, The British Library, PiC, OCRS, MCN, Rock, Paper, Shotgun, The Writing Platform, CreativeWorks London, ATS Heritage and TGAC.
We served as principal interpretative designers for English Heritage's transformation of Boscobel House: the site of the Royal Oak, and one of the waypoints on Charles II's nailbiting escape from England during the Civil War. Alongside PLB Projects and Stand + Stare we devised an unobtrusive but effective mixed reality interpretation, allowing visitors to carry a flickering (electronic) candle through the dark rooms of the house, searching for triggers which, when activated, bring these fateful sequences from England's national myth to life.
We also provided development and design consultancy for the other exhibitions and interpretation across the rest of the site, as well as producing a virtual, app-based version of the house tour for when access to the building's interior is restricted.
We were further commissioned by Museum In A Box to research, design and script a Collection to accompany the launch of their online shop.
This first original Collection, The Greek Gods & Goddesses, is designed to introduce 8 - 10 year olds to the bickering politics of Mount Olympus. Each of the thirteen major deities of the Ancient Greek pantheon is represented, and they are eager to have their say on the rest of their dysfunctional family.
The accompanying cards use public-domain images from museum collections around the world, and as well as activating the Box they can be used for a simple 'Top Trumps'-style game, pitting the gods and goddesses against each other in categories such as Intelligence, Beauty and Cruelty.
The collection is available to download by anybody who has purchased a Box.
We were commissioned by Museum In A Box (MIAB) to design and script one of their 'boxes' for the National Justice Museum's Creative Courtroom initiative for UK schools. MIAB is an education technology company that uses 3D printing, NFC technology and the Raspberry Pi microcomputer to bring interactive learning to cultural institutions across the world.
We worked with the Museum to develop a series of postcards, each representing a different role in an English courtroom. When placed on one of MIAB's 'boxes' the postcards each trigger a humourous and informative audio piece, in which children listen to judges, ushers and even defendants explain their place in the courtroom; all while a tense trial is taking place. These pieces are further linked to other Key Stage exercises and discussion topics for workshopping.
We worked with ATS Heritage to create pilot interpretation for Bucks County Museum in Aylesbury; part of an initiative to reveal the secrets of the Museum buildings' tangled, 700-year history to the public for the first time. Using workshops, consultation and research to help museum staff focus on one particular historical resident of the property, and one particular room, we designed and scripted a dramatic multimedia experience, using ATS' celebrated platform.
The fifteen-minute experience takes place in the now-empty Georgian drawing room at the centre of the Museum. It uses immersive audio design, character-driven scripts and subtle interactives to introduce visitors to the people who once lived and worked in the buildings across the first half of the twentieth century. It involves them in the complex lives and times of suffragette maids, wounded soldiers and imperious little girls; and brings a bare, often-overlooked corner of the Museum back to its former bustle.
We provide a full front-end web design service for smaller charities, heritage organisations, trusts and businesses. This can include conceptual and information design, copywriting and editing, graphic design, social media integration, animations, interactives, database management, ongoing maintenance and webhosting, depending on requirements and budget. All work conforms to the latest standards and innovations in web accessibility, security and responsive design for a wide range of devices.
A Twitterbot, built with JSON and Tracery, which randomly generates and posts a fake English pub name every six hours. We built this bot in response to the alarming news that a quarter of British pubs have closed since 2001, symbolising an incomparable loss of local and national heritage. The Lost Pubs stands as a small tribute to those establishments which have already gone, and those in danger of closing; endlessly generating new establishments, and their attendant histories embodied by their evocative names, in a futile attempt to replace what is steadily being destroyed.
An interdisciplinary PhD project, the result of the award of a prestigious SWWDTP scholarship and in collaboration with Bath and Bath Spa universities. A practice-based work that combines academic research and industry development, Knole explores the potential of digital technologies for creating immersive, resonant character-led narratives, in particular for heritage intepretation.
In partnership with the Museum of Witchcraft and Magic in Boscastle, Cornwall, we developed an immersive, mixed-reality installation piece, exploring the social and political contexts of 18th-century England through the fictional narrative of a Yorkshire 'cunning woman' and the supernatural 'familiar spirit' who lives in the walls of her house. The installation, presenting a virtual version of the 'spirit' using artificial intelligence techniques and an array of sensors and props for interacting with visitors, is accompanied by the 'cunning woman's' spellbook, giving instructions on how to use the creature to cure the ills and ailments of a superstitious population.
After the award of AHRC funding, we undertook a weeklong residency at the Inshriach Bothy, one of a collection of off-grid living and working spaces across Scotland owned by arts charity The Bothy Project. Alone in the Cairngorms for the week, we embarked on a creative prototyping process, centred around a desire to understand the role of landscape, loneliness and the psychology of solitude in people's relations with place and history. As well as hiking, climbing, writing, swimming, and dodging red deer stags, we produced a continuous paper of scroll of handwritten pseudo-code, workshopping potential digital experiences without access to any digital tools.
Our experience was later written up as a self-reflexive essay.
We were invited to devise an installation for the Crossroads of Curiosity, the British Library's festival celebrating creative uses of its public domain archive material. Alongside international artists such as David Normal, we presented a 'fictional exhibition' of objects, documents and live-performed music surrounding the life of an invented Arctic explorer; using materials from our CreativeWorks residency at the Library, as well as public domain materials from the Library's digital archives.
We were part of a large consultancy team brought together to create the initial vision for the Woodland Trust's Canopy Project, latterly the Tree Charter: a scheme designed to engage the public in British woodlands and champion their conservation through the collection of thousands of 'tree stories' from across the country. Through a series of workshops, provocations and activities, we developed conceptual processes and methodologies for engaging and educating the public in the narratives of British woodland.
As part of CreativeWorks London Festival of Ideas, held at King's College London and Somerset House, we were invited to devise installations and exhibitions relating to our work with the British Library. This led to a large exhibitionary space, showcasing objects and documents from our residency, a participatory digital mapping platform to collect geolocated anecdotes and contributions from visitors, and musical performances and lectures in the College's chapel.
We are often invited to deliver lectures and seminars on a variety of subjects, including artistic practice in museums, digital narrative design and virtual heritage. Appearances include:
We frequently deliver workshops and classes for a variety of audiences, from senior academics to school-age children; teaching narrative, interpretation, interactive design, creative writing and coding. Some of these appointments include:
We were awarded CreativeWorks' Creative Entrepreneur-in-Residence funding, in partnership with the British Library, in order to explore artistic and intepretative practice in conjunction with a London heritage institution. Attached to Lines In The Ice: Seeking The Northwest Passage, the Library's exhibition about polar exploration, we used both research and interpretative/artistic practice to examine the many different ways that the Library's audiences could interact with this exhibition, and with the contested histories which it presented.
Using the narrative framework of a fictional Victorian explorer, we produced a 'parallel exhibition', with both physical and online presence, designed to engage the Library's audiences in new ways. Outputs included handmade books which visitors could read, touch and even deface; found and constructed objects presented as actual historical artefacts; musical recordings and performances; interactive digital maps; seminars and symposia; websites and blogs; hidden web servers in the exhibition space, serving secret documents to curious visitors; online archives and interactive fiction works. We even produced a range of ship's biscuits from original recipes, inked with messages and legends by fictional characters, as an attempt at a form of 'narrato-gastronomics'!
The residency was a huge success, helping Lines In The Ice in extending its term for three months and reaching over 15,000 individual visitors. The residency also formed the focus of a chapter of the exhibition's accompanying book, Exploring The Roof of the World.
A work of online interactive fiction produced in conjunction with housing charity Shelter, as part of their 2014 summer campaign calling for reform of UK welfare payments. Built in response to the shocking statistic that over 50% of UK households would be homeless within three months as the result of a job loss, we proposed this project as a way to overcome powerful social biases against the welfare state and what was perceived as 'scrounger culture'. We used interactive narrative techniques to allow players to make choices on behalf of the protagonist Lucy; exploring her house and its history, her family life and their problems, before allowing players to try (always in vain) to help Lucy keep her home when things inevitably go wrong.
Though fictional, The Spare Set was informed by extensive research in Shelter's archive of case studies, and helped to instil empathy for the charity's beneficiaries during a complex and politically-charged campaign.
A set of short stories and Key Stage 3 teaching materials developed in conjunction with housing charity Shelter UK. These stories were proposed and written, with illustrations by Paper Moon, to supplement Shelter's annual Gingerbread House Sale run in thousands of UK schools; a scheme in which schoolchildren design, build and sell their own gingerbread houses to raise money for the charity.
We felt that a narrative supplement to the main fundraising activity, telling the stories of the fairytale inhabitants of these houses, would not only inspire creativity on behalf of the children building them, but would also introduce them to Shelter's work; using the characters to appropriately showcase the social problems which Shelter tackles, and providing teaching materials to allow the children's understanding to develop beyond the Sale itself.
Bonfire Dog is a narrative design, interpretation and digital consultancy, working with national and regional museums, galleries and archives, videogames companies, schools, universities and research bodies, charities, technology partners and design studios, heritage sites, tourist destinations and managed landscapes.
Our projects interpret heritage collections and landscapes, advocate for governmental policy change, develop new audiences and new understandings of complex social issues, create innovative artistic interventions, and research and implement new approaches to the act of telling stories across media, disciplines and industries.