1. Introduction
The use of storytelling as a research method in the area of homelessness provides an opportunity to include those experiencing homelessness in shaping the narrative, based on individual experiences and perceptions rather than previous assumptions. Storytelling elicits an individual’s potential to create meaning. Through depicting the world around them, individuals can tell their own story and narrate new ways of being and knowing (
Bruner 1991;
Cavarero 2000;
Lewis 2011). Empowering people experiencing homelessness is a move towards research and policy more closely aligned with their complex needs and priorities and builds a more accurate overview of who experiences homelessness and how.
Digital storytelling is a storytelling method that uses digital elements, and it is often used in education or in community settings, with the added potential of being therapeutic (
Chan and Yau 2019;
Sage et al. 2018). A definition that is often used describes digital storytelling as sharing a short 2–3 min story through the use of multimedia such as digital images, music, video clips and voice narration (
Lambert 2012;
Armstrong 2003). De Jager et al. indicate that digital storytelling is a respectful participatory process, especially appropriate for use with marginalised groups (
De Jager et al. 2017). The power of digital stories is that they are easily learned, created and shared. Anyone can make a digital story because everyone has a story to tell (
Meadows 2003). The easily sharable nature of digital stories renders them a useful medium for the distribution of knowledge to those who need to hear it—not just those researching homelessness, but also policy makers and those designing services.
Although digital storytelling has been deemed especially appropriate for use with marginalised groups, there are relatively few examples of its use in homelessness, particularly in a European context. In fact, in De Jager et al.’s systematic review of digital storytelling in research, across a global sample, only one project focused on homelessness. Since this review in 2017, there have been further examples (
Wachira and Parker 2018;
Shapiro-Perl 2017); however the majority of these have been outside Europe and digital storytelling has been one of many methods used in the study. The themes in these studies are around perceptions of home, vulnerability and, more specifically, public services. These themes are pre-determined and are either based on previous research into homelessness or very specific areas of what the homeless experience is perceived to be.
Another aspect of digital storytelling and homelessness that is represented in the literature is the use of stories about homelessness for social impact and within social impact organisations (
Bublitz et al. 2016;
Gomez et al. 2019). These examples are somewhat collaborative and based in reality, with people with lived experience being consulted. However, aspects of the stories are manipulated to include metanarratives, character development, climactic plots and mission-motivated messages (
Bublitz et al. 2016), intentionally crafting more impactful narratives of homelessness. These narratives place the focus on how people become homeless and traumatic experiences, as opposed to lived experience and personal values. In the case of Gomez et al., an interactive narrative “game for good” (
Gomez et al. 2019) was developed, in which one can play as a homeless character, as a way of questioning ethical values (
Gomez et al. 2019). The game narratives were collaboratively produced in groups; however, they were not developed solely from reality and therefore speak more to perceptions of the issue rather than experiences. Although well intentioned, these types of extractive storytelling, as opposed to more participatory storytelling, further legitimise assumptions and entrenched knowledge regarding the triggers and causes of homelessness, as well as the stereotypes of people who experience it.
According to Brandsen and Honigh, co-production and co-creation occur when citizens participate actively in delivering and designing the services that they receive (
Brandsen and Honigh 2018). However, co-creation and co-production as concepts have also been widely used across design and creative art practice. The use of the term co-creation started to gain traction at the turn of the 21st century (
Degnegaard 2014), with the practice of “collective creativity” (
Sanders and Stappers 2008, p. 7) dating back to the 1970s (
Cross 1972).
Walmsley (
2013) compares different definitions of co-creation, between those that suggest that it is the interaction of individuals within a framework to re-define or invent something that is new (
Fuller and Trevail 2012) and more generic depictions of co-creation as “the art of with” (
Leadbeater 2009, p. 5). Both of these definitions are relevant to this study, as the aim is not just to create stories with others, but also to redefine the methods in which to do this.
Co-creation and co-production as an approach in homelessness have been on the rise in the UK, with the term being used by homeless charities (
Homeless Link 2022;
De Vally 2019) and housing associations (
National Housing Federation 2020) in their policies and communications. This has been investigated in research, with particular attention being given to the co-creation of homelessness services with “experts by experience” (
Meriluoto 2018) in the European context (
Meriluoto 2018;
Allmark 2020). Whilst this research recognises the importance and value in including those with lived experience in the design of services and policies that directly affect them, both Meriluoto and Allmark identify issues in current efforts to do so.
Meriluoto argues that, in Finland, the co-creation discourse has placed a double demand on experts by experience, requiring them to possess both policy-relevant expertise and authenticity, ultimately isolating individuals from both social welfare organisations and their fellow service users. Allmark similarly reveals some of the hidden politics and contradictions in the 2016 Manchester Homelessness Charter, which articulated a utopian vision of co-production as a route to social cohesion, inevitably failing to uphold the democratic ideals that it described.
The perceived utopian potential of co-creation has led to it, and several related terms, becoming a buzzword and to the co-opting of these terms by commercial agents (
Degnegaard 2014). Bell and Pahl further describe this co-option as “neoliberalism’s attempts to capture and domesticate co-production’s utopian potential” (
Bell and Pahl 2018, p. 107). This co-option arguably draws parallels with extractive storytelling practices in documentaries, journalism and the arts (
Cizek and Uricchio 2019), in the ways that people’s participation is inevitably used against them, despite promises of liberation. Despite the intentions behind using co-creation in this research with marginalised individuals being democratically in the interest of building experiential knowledge systems, the extent of the individual’s participation and involvement will impact how extractive and potentially damaging this process could be. This means that particular attention has been paid in this study to co-creative processes and the relationships formed between the researcher and participants, as well as between the participants themselves. It is also important to determine the impact that these processes and relationships have on the digital stories and knowledge created.
In Jager et al.’s aforementioned systematic review of digital storytelling in research, they note the variation in the extent that digital storytelling in research adhered to the principles in which it was originally developed, as the practice of creating a personal story as an approximately two-minute film with a voiceover (
Lambert 2012). These variations are often employed to combat some of the risks and disadvantages associated with digital storytelling. These efforts aim for the methodology to be more participatory and to consider more fully the ethics associated with representing an experience. The ways in which a digital storytelling methodology has been adapted in this research are for similar reasons. Partly for these reasons, in addition, the methodology has been adapted to include the use of virtual reality.
Immersive media, including virtual reality and 360-degree films, represent a wide variety of computer-based applications commonly associated with immersive, highly visual 3D characteristics that allow the participant to look about and navigate within a seemingly real or physical world. It is generally defined based on the type of technology being used, such as head-mounted displays (
Lopreiato 2016, p. 40). The potential of immersive media in the context of homelessness, digital storytelling and co-creation is in this navigation of space from someone else’s perspective and the representation of their experience.
Through representing space visually alongside accounts of personal experiences, there is the possibility for narratives exploring the impact of spatial social exclusion and displacement, which in turn tells us more about the experience of losing one’s home. Social exclusion is simultaneously seen by some as a cause but also a symptom of homelessness (
Marcuse 1988). Also referred to as social marginalisation, it is commonly understood as a process detaching individuals from social relations and institutions. Homelessness has historically been seen as being an extreme form of poverty and social exclusion (
Lenoir 1974). As a symptom of homelessness, social exclusion can also be considered through interaction with space rather than just interaction with people and institutions (
Silver 2022). As well as access to social structures and relationships, social exclusion impacts access to spaces, which in turn further impacts social contact and feelings of belonging.
In its most basic terms, homelessness is seen as the absence of a physical home, but home as a concept is much more than this. In the context of space, home is the location of the domicile, the time lived in that place and the presence or absence of social connections therein (
Terkenli 1995). For those experiencing homelessness, they must continually reinvent themselves and re-establish a sense of place and belonging in the spaces that they can temporarily rest in (
Sliwinska 2019). Visually conveying spaces alongside individual experiences through immersive digital storytelling could be a way of paying “open-minded attention to the lived experience of displacement” (
Vandemark 2007), but can also tell us more about how people establish a sense of place and belonging.
Empathy as a philosophical concept was introduced by
Robert Vischer (
1873) to refer to the human ability to “feel into” works of art and nature in order to aesthetically perceive them. Edith Stein described empathy in 1917 as an intentional intersubjective act through which “foreign experience is comprehended” (
Stein 1964, p. 6). In the 20th century, empathy was further defined by Simulation theorists, using neuroscientific findings as biological evidence of the inner imitation, or “simulation”, that takes place in the brain. This theory argues that empathy is the means by which we understand other minds, using ourselves as a model to understand the other person’s inner life (
Rizzolatti and Craighero 2004). The issue with this understanding of empathy is that by assuming ourselves as a model to understand others, we assume not only a conventional standard for the way in which all minds work but that all experiences are comparable. If the purpose of empathy is an intentional act through which “foreign experience is comprehended” (
Stein 1964), then mere simulation is not enough.
In the design literature today, it is debated whether one should design with empathy or for empathic experiences. These debates have arisen due to the contemporary design practice of user-centred or human-centred design, which focuses on the stakeholder’s own experience rather than their perceived needs. To design only with empathy, as opposed to for, implies that empathy is something that can be easily accessed or achieved. It also implies a utopian purpose of empathy, as a means to create within all users’ best interests. This understanding of empathy in design reiterates the importance of co-creation and participatory practice in homelessness policy and services, as, at its best, empathy is an active process that challenges perceived needs, and, at its worst, the issues surrounding empathy emphasise that there is no universal approach that can address all interests.
Overly simplistic views of empathy are mirrored in the colloquial understanding that empathy denotes a positive outcome, due to a change in attitude or belief, with a likelihood that this change may result in pro-social behaviour and even actions advancing justice (
Rouse 2021). Although desirable, the uncritical nature of this is rightly questioned. As Nash argues, empathy understood in this way does more to assuage the privileged person’s guilt rather than effect true social transformation (
Nash 2018). Due to this understanding, the potential of immersive media, primarily virtual reality, is often overstated. Referring to virtual reality as “walking in another person’s shoes” has led to these techniques being labelled the “ultimate empathy machine”. In their discussion of the power of immersive media, Jones and Dawkins suggest that the creation of empathy is not what is important, but it is the opportunity to “gain an increased awareness of space, place and social relations which can lead to positive societal change” (
Jones and Dawkins 2018, p. 298). To increase our understanding of lived experience to help inform local policies for homelessness, gaining this awareness is incredibly valuable for service designers and policy makers.
In this article, findings will be presented from the feasibility study’s immersive digital storytelling workshops, using co-creation and virtual reality in the author’s PhD research. This research is part of Loughborough University’s transdisciplinary HOME centre (CDT) for doctoral training. HOME, which stands for Harnessing Opportunities for Meaningful Environments, is a collection of doctoral projects aiming to approach homelessness in a creative way and from multiple perspectives. The CDT uses a transdisciplinary approach and a creative lens to build empathy and understanding from new, under-represented perspectives and under-researched contexts. This study, with doctoral researchers at Loughborough University as the participants, explores how the representation of place in immersive media can be used alongside digital storytelling methodologies to communicate experiential knowledge and the extent to which these immersive digital stories are co-created. These findings will go on to inform how immersive digital storytelling could be used in the context of homelessness to impact policy and the design of local services, as well as the particular ethics of representing experiences and perspectives in this medium.
Loughborough is in the East Midlands of England, part of the borough of Charnwood, and located between the cities of Leicester, Nottingham and Derby. The 2021 UK census recorded Loughborough having a population of approximately 64,884. Loughborough’s ethnic demographic is predominantly White, with Asian being the second-largest ethnic group, accounting for over 10,000 of the population (
United Kingdom Census 2021). Within the town centre itself, 13.6% of residents were reported as full-time students in 2015 (
ERS Research and Consultancy 2015). Historically, Loughborough has been a site of industrialisation, known for its bell foundry and production of steam locomotives. In 2022, Shelter’s figures on homelessness purported that one in 496 people in Charnwood live in a hostel, temporary accommodation or on the streets (
White and Frost 2023).
The aim of this feasibility study was to understand how to create place-based immersive digital stories, through adapting existing digital storytelling methods and the co-creation of virtual reality, to inform best practices for future studies involving participants who have experienced homelessness. Loughborough was used as the context for this place-based research. As the facilitator of the workshops, my role as a co-creator was in how this facilitation impacted the content and style of the stories. However, I also played a significant role in how the stories were technically created, as I filmed all of the 360-degree footage independently and made the final edit to the finished stories. This relationship between myself as facilitator and the individual participants was analysed. Alongside this, the potential of other participants acting as co-creators to each other’s stories was explored, as well as the challenges and limitations of these contributions.
This study was conducted alongside additional prototyping of the methodology and immersion in homelessness support and service contexts. Due to the increased vulnerability associated with homelessness and the complex intersections of stigma, which has a unique impact on the challenges of co-creation and designing empathic experiences, this feasibility study is one of many research activities that will inform these future studies.
As well as its obvious link to homelessness, social exclusion is also a concept that has appeared in recent research about the student experience in the UK (
Amsler and Bolsmann 2012;
Sutton 2018;
Nutakor 2022). This research spans the impact of elitist university rankings on students, the isolation felt by mature students and racism encountered by students during their university journey. Therefore, as a demographic, not only do students represent a large quantity of those that have a relationship with and perspective on the urban area of Loughborough, but they also represent a demographic that has potentially encountered some form of social exclusion in their time at university. Although these parallels with those experiencing homelessness in Loughborough should not be overly emphasised, they provide an interesting context from which to explore these methods and their contributions.
2. Materials and Methods
This study comprised three workshops, with three participants in the first workshop and a fourth participant in the second and third workshops. The participants were recruited from the doctoral researcher community in the School of Design and Creative Arts at Loughborough University. Participants were recruited via an email distributed to doctoral researchers in the department. The inclusion criterion was that they had some experience and knowledge of the local area of Loughborough. At this stage in the research, recruiting from doctoral researchers was ethically necessary, as the aim was to test certain methods in order to reduce the risk of being overly extractive or intensive, before using them with vulnerable participants. As well as already being familiar with qualitative research methods, the doctoral researchers were also in a position to give informed feedback and suggestions on the methods and research. By focusing on the postgraduate student population, there was an increased possibility of there being a larger age range between participants, with a greater range of diversity of experiences of the local area. The four participants indeed did vary in that one resided full-time in Loughborough, one resided part-time and the other two regularly commuted from the surrounding cities. Each of the three workshops lasted 2 and a half hours, taking place on campus at Loughborough University over a 2-month period.
As well as utilising activities and structures from digital storytelling methodologies, such as digital storytelling prompts, story circles and scripts, the workshops also utilised activities to explore co-creation, empathic design and place-making. These activities included co-creating geographical experience maps and empathy timelines. These activities were chosen due to their speculative nature and the opportunities presented to co-create and collaborate in a group setting, allowing me to observe and evaluate not only the co-creative relationship between myself and the individual participant, but also amongst the participants. Additionally, the opportunity to create physical artefacts was intended to remove the limitation of ideating based on views of current and past experiences, as can be the case in conventional methods like focus groups and interviews, and instead reveal participants’ aspirations and ideas for future experiences (
Visser et al. 2005). The intention of this was to allow the participant to be an expert in their own experience, rather than a passive object of study (
Sanders and Stappers 2008, p. 12).
2.1. Workshop 1: Mapping and Empathy Timelines
In the first workshop, geographical maps and empathy timelines relating to personal experiences and perceptions of Loughborough were created. The objective of the mapping exercise was to plot personal experiences, places and memories on the map using the materials provided. To create a map, participants were provided with A3- and A2-sized template maps of Loughborough, coloured paper, pens, post-it notes, stickers and various other crafting materials. For inspiration and a stimulus, they were encouraged to refer to online searches and were also provided with Loughborough local history books and guide books. Participants were then divided into two groups; one group worked collaboratively on their map and the other participant worked independently. This was done to compare the differing experiences and see if collaboration aided ideation and reflection. The final maps were collected for analysis after the final workshop, and the conversation between the individuals working together was audio-recorded. Participants were also asked to reflect on this element of the workshop in the feedback questionnaire distributed at the end of the session.
To help participants to create their maps, the following prompts were provided:
What was your first experience of/impression of Loughborough?
Where do you feel at home in Loughborough?
Which places/areas in Loughborough are familiar/significant to you?
These prompts were chosen to elicit memories and experiences that described what Loughborough meant to participants as a place, but also how they regarded Loughborough as a home.
Following this activity, in the first workshop, participants were then asked to create empathy timelines. Empathy timelines are a tool that was developed by Woods et al. as part of the project Citizen Sensing: A Toolkit, as a means for participants to become aware of their own subjective viewpoints on issues and bring people together to discuss these issues in a way that they perhaps have not often done before (
Woods et al. 2018). Participants plotted two lines on a piece of A3 paper, each representing 12 h from 8 a.m. to 8 p.m. On one of these lines, participants documented what activities they might do over the course of a day to give them a sense of “home” and “belonging”. On the second line, they plotted how they might contribute to this experience for others, over the course of those same 12 h (
Figure 1).
Participants were given prompts to complete this activity:
What makes you feel comfortable and secure during different parts of the day?/What do you do to try and increase the comfort of others?
What do you do to adapt your surroundings to feel more at home?/Do you notice or help anyone around you adapting their surroundings to feel more at home?
What do you do or where do you go that has an impact on your sense of belonging?/What do you do to try and increase this feeling in others?
These prompts were chosen as a way to make the activity clearer, and also to as a way to discuss themes associated with social exclusion and urban space. This activity was conducted individually by participants. They then discussed their empathy timelines as a group, relating the items plotted on the lines to the experiences or places plotted on their maps in the first activity.
2.2. Workshop 2: Story Sharing
The second workshop started with participants using Google cardboard virtual reality headsets to trial some relevant immersive digital story examples, told using 360-degree video and virtual reality. These examples included my own immersive digital story created for the research. I created this story as a way of prototyping the methodology, but also to examine my own positionality in the research. As an individual, I experienced a type of homelessness when I was 18, which, at the time of writing, was 13 years ago. For 6 months, I lived in squatter housing in London with 8 other people. The immersive digital story was about some of my experiences during this time (
Figure 2). Showing this story as part of the demonstration of the medium in this study was also a way of evaluating how this affected the co-creative relationship between myself and the participants, and whether it had an impact on what the participants shared.
Following the immersive media demonstration, participants engaged in a story circle activity, as used in digital storytelling methodologies (
Lambert 2012). Story circles as a method originate in community organising for social change and have been widely used in pedagogy, psychology and sociology as a tool for philosophical inquiry and collaborative critical thinking practices (
Fletcher et al. 2021).
In Notes on Learning Circles, Wallace describes the most important characteristics of a story circle as the following:
People feel safe to say what they believe and what they feel
Deep listening is easy and natural
There is a spirit of equality, of mutual trust and respect; an assumption that each person has valuable experiences and ideas to contribute
People are often surprised at what they say and what they hear others say
There is a sense that the participants are creating together, here and now (
Wallace 2004, p. 13).
In the story circle, participants shared their ideas for stories with the group. The story circle created a space for participants to not only share but also to ask others what they could add to their idea. Ahead of the workshop, participants had been provided with the prompts below and asked to come to the workshop with an idea of a story that they could share with the group.
The prompts were as follows:
A place in Loughborough reminds me of… Detail how a place in Loughborough reminds you of a past memory or experience. Is there anything in Loughborough that feels particularly familiar?
A disruption of an ordinary routine in Loughborough… Tell of a time when a normal routine of yours in Loughborough was disrupted or unexpectedly changed.
A repeated journey through Loughborough… Are there any journeys that you have completed over and over in Loughborough? Either by transport or foot. Why do/did you take this particular route?
In the remainder of the workshop, participants wrote a script to be recorded as a voiceover in the next session, which would be used in their story. During this session, each participant discussed with the investigator what 360-degree filmed footage they would like to be collected for use in their digital story. The decision to film the 360-degree footage independently, rather than with participants, was initially due to time constraints and logistics, but also to make my role more active in co-creating the immersive digital stories, and to evaluate what impact this had on the stories themselves and the co-creative relationship. In the week between the second and third workshops, the investigator filmed and collected all 20 of the suggested 360-degree filmed footage (digital assets) from around Loughborough. This amounted to between 4 and 6 assets per participant.
2.3. Workshop 3: Immersive Digital Storytelling
In the final workshop, participants started by recording a voiceover from their script written in the previous workshop. The digital assets collected between workshop 2 and workshop 3 were arranged ahead of time into individual participant Adobe Premiere Pro projects for their use. Before creating their stories, participants were given a demonstration of editing 360-degree video for VR and an information sheet detailing the main editing required on Premiere Pro. To aid participants, files had been processed as 360-degree videos ahead of time, meaning that the main task that they needed to perform was to edit the length and order of clips. Following the demonstration, participants were given time to work on their films independently, with the facilitator on hand to aid with any difficulties. Once all participants had reached an ending point with their films, they sent their files to the investigator, who added any titles or text requested by participants and exported the pieces into virtual reality films following the workshop. The workshop ended with an audio-recorded discussion between myself and all of the participants about how the immersive digital stories could be shown and exhibited in Loughborough, and also how the participants had found the process overall. This discussion was intended as an extension of the co-creative potential of the methodology, encouraging not just the final immersive digital stories to be co-created but also the ways in which these stories were shown.