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  • Sequential Explanation

    1. Overview A step-by-step interface for exploring exhibit information in order. Name Intent Present exhibit information in logical categories and let visitors explore at their own pace using clear navigation controls. 2. Target Problem Visitors struggle to understand multiple categories of information and may feel overwhelmed or miss key details without structured guidance. Context Use…

  • Step-In Circle

    1. Overview A floor-based entry zone for activating AR exhibits. Name Intent Provide a clear, proximity-based AR entry point that encourages natural, embodied activation of exhibit experiences without requiring complex input. 2. Target Problem Visitors often struggle to distinguish AR-capable exhibits and may miss opportunities to engage at their own pace. Context Use When Forces…

  • Avatar Guide

    1. Overview A personable virtual companion that leads visitors through exhibits at a comfortable pace. Name Intent Provide a personable, pace‐regulated virtual companion that users naturally follow through a physical environment, enhancing orientation and thematic immersion beyond traditional wayfinding cues. 2. Target Problem In AR-enhanced museum settings, guests can miss salient points of interest despite…

  • Designing for Serendipity

    1. Overview Name Intent Creating magic moments of serendipity to blend reality where the game and real location seem to align. 2. Target Problem Creating effective mixed reality experiences demands blending the reality of the game with the physical reality of the site to create a sense of two worlds that are connected and part…

  • Observation Mechanics

    1. Overview Name Intent Maintaining the balance of attention by using game mechanics dependent on the surrounding location encouraging players attention away from device and towards the space itself. 2. Target Problem Locative games create interactive experiences in places of heritage and natural beauty. However, at times they can capture the players attention on the…

  • Location Linking

    1. Overview Name Intent For the designer to achieve different navigational experiences as desired by weakening or strengthening the link between play and location. 2. Target Problem Content within the game is linked to locations/context and the player needs both navigation to that location or context while still achieving the desired player experience. Context The…

  • Adaptive Locations

    1. Overview Name Intent To distribute footfall of people in such a way as to prevent oversaturation of single areas and protect individual spaces. Operation: Navigation Pattern Underlying Principle: Diffusion of people Strength of Evidence: Tested on site (Ages of Avebury) 2. Target Problem A system with a predefined path and locations would cause many…

  • Fluid Audio

    1. Overview Name Intent To vary the length of an audio experience that is listened to while walking a route, such that the audio is longer the slower the listener walks. Classification/Mapping Operation/Type: Narrative Underlying Principle: Personalisation Strength of evidence Implemented on site 2. Target Problem Locative audio experiences at cultural heritage sites (for example,…

  • Polyholomorphic Devices

    1. Overview Name Intent To clearly distinguish different modes of operation when using a device, by totally changing both its aesthetics and affordances in each mode, creating the illusion that the device has transformed from one thing into another. Classification/Mapping Operation: Behavioural Primary Phase: Indicating Underlying Principle: Immersion Pattern Strength of evidence Trialled, tested 2….

  • Compass Navigation

    1. Overview Name 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…

  • ARPattern Prefabs (for Interaction Design Patterns)

    What are ARPattern Prefabs? ARPattern Prefabs are a collection of so-called prefabs made available in Unity. According to Unity tutorials (https://learn.unity.com/), a prefab is “a special type of component that allows fully configured GameObjects to be saved in the project for reuse”. LoGaCulture’s ARPattern Prefabs is actually a set of interactive design pattern components developed…