We intend to control the flow of content through each scene by using physical walls and barriers which guide the viewer along the correct pathway. Sound, animation elements and visuals will support the experience particularly through oral history components. Touches of interactivity will allow a more immersive environment and engage the participant long enough to allow us to trigger sound elements through the act of moving in proximity of a space or along a triggered timeline.
Here are the first floor plans for the Victorian Workhouse Scene
We decided to situate it on the ground floor so that it would be the first scene the viewer saw when entering the tower. Firstly this immediately established a dialogue between how the modern day and 200 years ago as the towers realisation is similar to how the building looks today. It also allowed us to introduce the sound descriptive and animation elements from the beginning.
As you through the double doors you are met with dark walls, minimal light, and manual machine noise. The turning of cogs and fast tapping describes sewing machines. You can sit at the machine, press a button and the machine begins to work. This triggers a further machine noise for added value.
You continue through the close cramped space turning left to reveal a dimly lit blackboard on the wall. Another look left shows a row of pews, a crucifix and a bible. This represents a closely bonded school/church situation. Potentially here religion based classroom readings can be simulated and brought to life through sound. In the distance the dull machine noise still prevails.
Continuing forward you are met with a kitchen/washroom scene. Pots and pans hang from the ceiling arching over a cooking range. You have to walk through the cooking equipment before moving on, knocking it to the floor with an inevitable clang and bang. Throughout the scene a bubbling noise, a scraping noise can be heard describing the duties of everyday workhouse kitchen duties.
You follow the corridor around where some light from the window palely illuminates a corridor of small bunk beds. 6 in total here. Bed creaking helps describe the cramped conditions. The infirmary is our last port of call. Empty buckets, cloths and blood stained bedding describe vividly the utility of this space. There could be possibly sound elements depending on how ugly we want to make it...
You then move up the stairs to wartime.