Brontae and I have looked into the fluidity between the website and app, taking into account why we have chosen to do so, and why it is so important. We have also gone into detail the idea of agency between the two platforms. As these are the two main components, it is crucial for their to be continuity that allows the user to understand how they partner each other significantly – enabling the user to make the most out of the story without getting overwhelmed. They have the same design, similar content, layout (same titles used), descriptions, footage, colour scheme, pages (different sections for example: home page, JMC page, and then all of the subheadings that come underneath that – except for one or two). While the content addresses similar points and storylines, they are meant to be created differently so it doesn’t become repetitive to the user. The story is revealed gradually and in different depths depending on the specific platform, and it is a fine line between expanding and repeating. This is why certain information that is on the app isn’t on the website and vice versa. To get the most out of the story and various platforms, we had to decide on which one hosted specific information. The interactive points suited the app because it allows the user to actively engage with the setting, and by just bringing their phone that they would already have on them, they can connect with the content on offer. The audio was also great for the app, as the tracks would be able to easily help the user to become immersed in the story and setting – however they can also be enjoyed from home which is why they are placed on both the app and website. Everything has to be versatile. To promote the user going between the two platforms, Brontae and I decided to keep the designs similar. We used a similar colour scheme, font type and layout. On both platforms we have both go with the idea of having an overall homepage introducing Pocket Museum, as we are thinking of any future progressions, allowing us to add future stories into the equation. On the homepage we have general information such as contact details and the different platforms on offer. On the website there is a sport page for the story of JMC, and the app is the ska e- again keeping with the same layout. We have really planned this project not only for this brief but for future expansions also. The language that is used throughout the platforms are the same, we made sure we wrote the components together or the same person did it for both platforms. This also allowed for continuity throughout both elements, however the app doesn’t have as much content, it has almost skimmed the content from the website – allowing the sense of agency to kick in between the website and app, example: if you wanted to read more about a story go to the website etc.
We have encouraged the user to use the other platform by having extended points/components from one to the next (ie, they may be at the location, and find an event interesting so they must go to the website to learn more about it). The same goes for the video on the app, it partners the website by encouraging the user to go to the website and watch the full version, the same goes for the case files. When listening to the audio artifacts, the user can then go to the website and flip through the case files for more information and it has more facts and story elements available. On the website there is a section for the map, however it is just a google map to explore Melbourne, and on that page it suggests that the user go to the app and explore Melbourne with the pin drops of actual locations – this means they can explore Melbourne through a historical context, giving the user a specific experience, which is walking in the footsteps of JMC. On the website there is a page for understanding the app, which automatically tells the user that there are more platforms to this story – also helping the user to navigate around the app with ease, encouraging them to actually use it, and not give up straight away. Brontae and I have created two platforms that flow, and that encourage the user to go to the next platform for a whole different experience – overall, creating a transmedia story, with different levels of engagement for the user to choose from. This is a new and exciting way to interact with history through a story world.