DOLITTLE

DOLITTLE

Dolittle uses anthropomorphisation in order to help encourage environmentally conscious day-to-day behaviours.

ACTIVITIES

Interactive audio experiences and evaluation of their impact on our behaviour and, more broadly, the environment as a whole.

START OF THE PROJECT

02.10.2017

ORGANISATION

Digital Creativity Labs, University of York

COSTS

£50,000 to develop, and a rolling cost of £5,000 p/a to support (two post- doctoral research fellows (not full time), development costs, facilities, meetings, partner contributions in kind, event funding, etc.). Biggest cost is people's time.

IMPACT

In 2018: 5,000 people were reached (each session generally reached 250 children per half day) with a much larger anticipated turn around in 2019 (upwards 30,000 once the main installation is completed). In 2018 they have presented at 4 national/international public facing events: the British Science Festival at Hull, the York Mediale, York Festival of Ideas, the 13th Peninsula Arts Contemporary Music Festival, as well as at a number of academic conferences and events.

TARGET GROUP

General Public

PARTNERS

The Deep aquarium in Hull, the Yorkshire Wildlife Trust, Plymouth University Psychology and Sustainability Group, Exeter Medical School

KEY LEARNINGS

  • Technology can 'speak' to people in a way which encourages engagement with conservation science
  • Health and wellbeing can be positively improved by engagement with wildlife in real-world and exhibition contexts
  • Children and young adults 'accept' technology enhanced experiences (e.g., VR, mobile augmentation) more readily but also become disengaged more quickly. Gamification provides a natural route to sustaining interest.

CONTACT DETAILS

Digital Creativity Labs