Compass Navigation

  • Area: LudoNarrative (WP5)
  • Contributors: University of Southampton
  • Key Contact: David Millard (dem@soton.ac.uk)
  • Date: March 2026

1. Overview

Name

  • Popular Name: Compass Navigation
  • Alternative Names: Multi-point Compass Navigation,Guiding Lights

Intent

To present a user with several alternative destinations, and provide guidance on how to reach them, using a familiar metaphor (of a compass).

Operation: Navigation Pattern

Underlying Principle: Metaphor

2. Target

Problem

A user is at a location and has several alternative locations that they could potentially move to (perhaps to trigger some event or interaction), but they do not know how many choices they have or how to reach them.

Context

  • Situation: The user is holding a physical device with location sensing technology and a method of displaying information that is complex enough to indicate direction.
  • Environment: The user needs to be in a relatively open space with few obstacles, and simple paths between them and the destination.

Forces

The success of the pattern depends on:

  • The simplicity of the paths.
  • The number of obstacles (fewer is better).
  • The sensitivity of the location technology.
  • The affordance of the device display.
  • The number of potential destinations (fewer is better).
  • The desired complexity of the interface and interaction (suits a simpler approach).

Consequences

Weaknesses:

  • W1 – Doesn’t communicate distance
  • W2 – Doesn’t provide information about choices
  • W3 – Doesn’t provide routing information

Strengths:

  • S1 – Simple to understand
  • S2 – Easy to use
  • S3 – Straightforward to implement
  • S4 – Robust to route changes/interference (no need to update over time)
  • S5 – Can be translated into multiple representations and scales (for example, guiding lights around the edge of the whole screen)

3. Application

Solution

Sensitizer:

Participants: This is designed for a single participant.

Breakdown:

  • Perimeter (normally circular)
  • Markers (showing potential destinations)
  • Direction indicator (optional)
  • North indicator (optional)

Variations:

  • Distance information: Associated with each marker addresses W1, but at the cost of S1-3
  • Destination information: Associated with each marker addresses W2, but at the cost of S1-3
  • Routing via a sequence of markers: Addresses W3 but at the cost of S4

Rationale

A compass is a familiar metaphor that is easily and quickly understood by users.

Implementation Details

Suggestions:

  • It’s possible to use the edge of the device screen as the perimeter.

Issues:

  • GPS/Magnetic inaccuracy can be problematic at short distances, and the markers may need stabilisation.
  • If the markers look the same then users may lose track of which is which when they cross.

Pitfalls:

  • Not clearly distinguishing between indicators and markers (e.g. users may just head north).

Impact on Immersion

The aesthetics of the compass can be adjusted to appropriate time periods or cultures in order to support cultural immersion. The device could also be referenced within narrative content (for example, as an artefact that is gifted the player) in order to increase narrative immersion.

Sensory Immersion: a compass navigation system supports the balance of attention as to successfully use it players have to attend to the device, and the real world environment, in equal measure. It also introduces embodied interaction (through the physical manipulation of the device).

Cultural Immersion: could be impacted by the aesthetics or functionality of the compass (enhanced if aligned with target cultures, detracts if misaligned).

Narrative Immersion: could be impacted by the relationship of the metaphorical device (that the compass represents) to the narrative. If it makes narrative sense for the player to have access then it enhances, if not then it detracts.

Ludic Considerations

Using the compass to track down and find points could also be a ludic activity if there was an appropriate playful context, as players need to navigate the environment, whilst using the compass to figure out where the markers are pointing to in the real world.

This will introduce a Searching or Finding Dynamic to a game.

Example

Known Uses:

Avebury CS1 uses a compass as part of its Neolithic and Middle period navigation. In the Middle period the compass appears as an 18th century compass with markers around the outside and a free floating North needle. In the Neolithic it appears as lights around the perimeter of the device (whose display has become a single rectangular rune stone). The lights are different colours in order to distinguish them.

More information is available here: https://logaculture.eu/case-study-1/

Code: Avebury CS1 is available from Github: https://github.com/LoGaCulture/LUTE

4. Supplementary Information

Biography

Version 1.0 (8/10/24) – Completed based on current Avebury Case Study 1 design documents.

Version 0.9 (2/10/24) – Initial draft developed as part of the LoGaProject WP6, investigation into design and interaction patterns.

Discussion

This is more of a missing affordance than a weakness, but as there is no map in this approach the user does not vicariously learn about their surroundings, and in particular only sees the features along the path that they choose.

Related Patterns:


  • 3D Positioned Audio Navigation

Team


  • Dr Jack Brett – Lead Engineer
  • Dr Charlie Hargood – Academic Investigator and Architect
  • Dr David Millard – Academic Investigator and Architect
  • Dr Yoan Malinov – Engineer
  • Dr Bob Rimmington – Qualitative Researcher

Partners


University of Southampton

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