Museum Engelandvaarders

Destination England, would you dare?

Relive the journey of the men and women who escaped occupied the Netherlands during World War II to fight against Germany and Japan. Hundreds crossed the North Sea in small, unsafe boats, while others traveled overland through Europe, facing great hardship. Over 2,000 Dutch people made it to England, where they were trained as aviators or spies before returning to the Netherlands.

Services
Branding, print, UI/UX design
Client
Museum Engelandvaarders
Year
2021
Brief

Museum Engelandvaarders approached us with a request for an app to enhance the museum experience for students and visitors.

The goal is to convey the stories of Museum Engelandvaarders through an interactive experience in the museum, where students must make choices, form opinions, make decisions, and experience the consequences. This process helps them learn about resistance, freedom, and decision-making, and ultimately offers a critical perspective on both the past and the present.

Concept

Our proposal involved the full development of an app-based game aimed at adding a deeper, more engaging layer to the existing materials and utilizing the surroundings to enhance the experience.

Serious gaming resonated well with the young target audience, engaging and reaching them in a way that appealed to them. Knowledge was acquired through play, with improved retention due to personal interaction.

Building on archival materials, drawings, and other available information from the museum, we created three different storylines across two difficulty levels: game level one with clear hints and game level two with more cryptic clues. Through individual and group tasks, videos featuring a main character as the storyteller, and interactive games with choice-based outcomes, the stories of Museum Engelandvaarders came to life.

Result

When a visitor starts the app, they choose to play as a school or as an individual. Schools register in advance, and a profile is created for the appropriate level. After agreeing to the privacy policy, game data is sent after completion. Students form groups of up to six, with one person controlling the game on a shared smartphone.

The app can also be played individually by regular visitors, who see their results at the end, but no data is saved. A video introduces the game, followed by the selection of one of three storylines. Multiple groups can play the same storyline without interfering with each other.

Students create a profile, including a photo in a historical passport. They are assigned a character with specific skills, such as a spy or resistance fighter, and must complete tasks based on their character.

The story begins with a 90-minute timer. Students make choices and complete tasks that influence the outcome. The goal may be to help someone escape the occupied Netherlands or sabotage enemy operations.

Once tasks are completed, the results screen shows whether the objectives were met. If time remains, unfinished tasks can be replayed. If the timer runs out, the group fails, and the storyteller explains the outcome. Results are sent to the class for later discussion.

Play and experience
three true stories

Play and experience
three true stories

Next project
Combining health and convenience