Spatial Storytelling II
- Paige Penberthy
- Sep 30
- 2 min read
Updated: Oct 1
How can I use the research of spatial principles to communicate specific concepts?
An applied investigation of experiential communication in spatial design.
Architectural space, often perceived as a mere backdrop to all kinds of human activity, also
possesses profound narrative qualities that transcend verbal communication. Storytelling
spaces are written by the materials of its construction, the rhythms of its use, the arrangement of its form, also the play between light and shadow, textures that invite touch,
sounds that echo across space and time.
What happens when we begin to examine closely the spaces around us? When we attune ourselves to the slight curve of a wall, the rhythms created by doorways opening and closing, or the way light shines through our windows and across our floors over the course of a day? How do these ordinary, often unnoticed, elements come together to form a narrative?
This research encourages an embodied understanding of an architecture that’s a storyteller in its own right – space that’s capable of shaping memory, creating conversation, and guiding its users bodily and mentally through journeys.
Initial Sketches
Method to the Madness
Everything begins with a goal. My goal: applying the research I collected, designing a space that communicates something specific through its experiential qualities.
5 principles (Abstraction, Context, Promenade, Simultaneity, Stopping Points)
5 parts to a story (Exposition, Rising Action, Climax, Falling Action, Resolution)
5 spaces to design and test
I started considering the spaces I know the best: the spaces of my childhood home.
Principle | Space |
Abstraction | Backyard |
Context | Front Porch |
Promenade | Neighborhood |
Simultaniety | Bedroom |
Stopping Points | Kitchen |
The next step was assigning something each space should be communicating.
Principle | Space | Communicate |
Abstraction | Backyard | Freedom |
Context | Front Porch | Transition |
Promenade | Neighborhood | Wander |
Simultaniety | Bedroom | Growth |
Stopping Points | Kitchen | Gather |
Initial Sketches
VR Application
Working through each space required quickly producing several iterations, adjusting small details which pack a huge punch. For this reason, I began working in Unreal Engine, creating digital spaces that people could experience with their senses.
Another reason for using VR as a medium is the ability to experiment with non-linear planning. Users of my VR experience could move from the bedroom to the front porch to the backyard or begin from the kitchen going to the the bedroom to the neighborhood respectively. Take Faraneh's experience for example-
Backyard -- Neighborhood -- Bedroom -- Kitchen -- Front Porch
Outcomes
The non-linearity of the VR experience allowed participants to move through each space in various orders, crafting sometimes completely different stories. However, if you look at the stories side-by-side, comparing the interpretations of each room, you'll find the concepts I was trying to communicate are present pretty consistently... Take a look at some of the illustrated participant stories and more gameplay movies here.



























Comments