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Want visitors to find more than they came for?

Most visitors see the obvious sights and miss the rest. We work with tourism organisations, councils and travel operators to give people something to explore before they go, on the way and when they arrive.

The idea Get day visitors off the beach and into the town’s history

The idea, as a trail

From the sand to the square, in five stops

The idea above as a story, on an imagined stretch of coast. Step along the trail, or pick a stop, to see what appears on the visitor’s phone.

An example trail on an imagined stretch of coast, from the beach to the market square.
  1. The beach

    A building the sea took

    Visitors hold up their phone on the sand and the church the sea took rises out of the waves, where it stood.

  2. The harbour

    A voice from the quay

    A character from the town’s past tells its story on the quay, with subtitles for anyone without headphones.

  3. The lighthouse

    A card for the collection

    Each stop adds a card to the collection, which gives children a reason to reach the next one.

  4. The old lanes

    The way to the next stop

    The phone shows the way and the distance, down streets people would never have walked.

  5. The market square

    A question, then a coffee

    A short quiz ends the trail, then the phone shows the cafés and places to stay nearby.

On the ground

History hunts, kings and invisible worlds

We have built trails with tourism organisations, councils and universities across the UK, most on our own geolocation framework.

Mablethorpe Histories, made with the University of Lincoln, leads visitors round a seaside town to its hidden histories, from the sunken medieval church to the prehistoric forest, collecting the characters who tell each story.

For Fife’s tourism board we worked with AliveLab on In the Footsteps of Kings. Poster boards at historic sites across the county bring Jess the Jester to life with a task at each, such as firing a cannon. It won the 2019 Innovation Award at the UK Family Attraction Expo.

Invisible Worlds guides walkers round Alderley Edge with soundscapes and AR. At Knebworth House, the view from the Watchman’s Tower shows the estate in five periods, from Saxon to modern.

Mablethorpe Histories, screen by screen

The whole trip

The visit starts before anyone arrives.

People choose where to go long before they set off, and the journey can take as long as the stay.

  1. Before they go

    Try it before booking

    A virtual reality preview lets people stand in a place before they book. For Delta Airlines it was the premium cabin, down to a cookie you can smell.

  2. On the way

    Make the journey part of it

    Games, puzzles and virtual worlds on board turn a long crossing or train ride into part of the trip.

  3. When they arrive

    Show them the rest

    Trails and AR scenes lead people past the obvious sights to the stories a place keeps. Walk the example trail.

The Brittany Ferries Diving Adventure title over an underwater scene: a sandy seabed, fish and a wrecked boat
Brittany Ferries Diving Adventure: the sea under the ship, in a headset on board.

On the ferry

A whole sea under the hull

For Brittany Ferries we built a virtual reality dive for passengers to take on board. They put on a headset and go below the ship to swim with dolphins and turtles, explore a wreck and meet a blue whale. For many it was their first time in virtual reality.

A second experience now tours the places the ferries sail to in 360, so passengers see the sights before they land.

“The underwater VR activity has been really popular with our passengers, and fits well with our increasing use of tech-driven entertainment.”

Brittany Ferries
CrossCountry JourneyMaker: puzzles about the places on the line, and a train to build.

On the train

Puzzles between the stations

CrossCountry wanted to keep young travellers entertained and teach them something on the way. Together we built the JourneyMaker app, using gamification.

Children answer puzzles about the places on the route to earn parts for their own train, and a new engine unlocks new journeys. Colouring pages turn into 3D models in augmented reality.

How we work

From the first walk round to the first visitor

  1. Walk it with you

    We walk the place with you: where visitors arrive, where they linger and which stories the town already tells.

  2. Build the stops

    Our designers, 3D artists and developers make each scene and character, and you try them on site as they come together.

  3. Keep it current

    You change stops in one system and see which places people visit most, and we add to it with you.

What we use

The mediums that fit

Most projects in this sector mix two or three of these, chosen with you.

Questions

Good to know

  • Do visitors need to download an app?

    Usually, yes: our trails so far are apps for Apple and Android phones. The geolocation framework also runs in a web browser, so we can decide with you which suits your visitors.

  • Does a trail need signs or markers at each stop?

    No. A stop can open when someone walks into the area, or when they scan a poster or sign, as the Fife trail does.

  • Can we change the stops after launch?

    Yes. Stops, copy and activities are managed in one system, which also shows which places people visit most.

  • Can people enjoy it without visiting?

    Some of it. Invisible Worlds has life-size AR portals people can step into at home, and Mablethorpe Histories keeps the characters people collected so they can watch them again later.

Your idea

Talk it through with us

Tell us what you are trying to explain, launch or change in your sector. We will work out with you which medium suits it.

Your turn

What’s your idea?

Tell us the idea you are trying to explain, launch or change, and together we will find the right way to tell it.