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Scrollytelling · Autoethnography & Design Research · Solo

Above the Noise

A personal story about how a mass-produced object became personally significant, leading into a data-driven inquiry on gaming, identity, and refuge.

RoleSole author & designer
MethodAutoethnography & RtD
Deliverable12-scene scrollytelling artefact
ContextFinal Thesis Project, 2026

Solo thesis project. Designed, authored, modelled, and developed end to end as practice-based design research.

above the noise, live scrollytellingOpen live site ↗

The live interactive scrollytelling artefact is the primary deliverable for this project. Scroll within the frame to explore the 12-scene progression, or open the deployment full screen.

01

Research Through Design and the 12-scene structure

Above the Noise opening scrollytelling title screen with phosphor terminal typography and ambient atmosphere
Opening title screen. 'Everyone who’s ever owned one has a different story. This is mine.'
Scene 1: The domestic exterior environment, dusk lighting
Scene 1: The domestic environment.
Scene 2: The room interior with personal objects and machine glow
Scene 2: The room and machine space.

The project methodology combines autoethnography (Ellis, Adams and Bochner, 2011) with practice-based design research (Frayling, 1993's "research through design" — where the act of designing and building serves as inquiry itself, rather than an illustration of prior conclusions).

The interactive artefact is structured as a continuous scroll of twelve scenes. The experience moves progressively from an initial domestic environment through the growing prominence and intimacy of a recurring machine, arriving at a scene that deliberately breaks tone to compare the personal account against external data, before reaching its resolution.

The structural approach builds on precedents such as A Memoir Blue(a Master's thesis project using two visual registers for childhood memory versus present reflection) and Wu's Immersive 3D Story(a scroll-navigated cinematic biography using comparable WebGL spatial tools).

02

The materiality of three machines

The central thesis of the project argues that "the importance of the object to a child is not determined at the first meeting but is instead built up through use."

The narrative involves three materially different machines across the timespan covered. The visual language tracks this transformation, shifting from tangible physical hardware into a BIOS boot sequence and desktop navigation environment before expanding into an abstracted digital space.

BIOS v1.0.4 · System CheckScene 04
LOADING C:\DESKTOP\PLAY.EXE...
SYSTEM.SYS / README.TXT / DIAG.EXE / PLAY.EXE
Scene 4: BIOS boot sequence and hardware memory initialization
Scene 4: BIOS boot sequence.
Scene 5: Retro desktop menu system with navigation items
Scene 5: Desktop navigation menu.
Scene 6: Abstracted digital world, exploring virtual immersion and refuge
Scene 6: Transition into the digital environment.
03

The tone break: Personal account to empirical data

The narrative deliberately ruptures tone in the later scenes, moving from a subjective autoethnographic recollection into a data-driven inquiry on gaming, identity, and psychological refuge.

Scene 8: Statistical data presentation comparing personal experience to empirical findings
Scene 8: Statistical inquiry and empirical grounding.
Scene 9: Data confirmation and synthesis of research findings
Scene 9: Synthesizing personal refuge against broader evidence.

This section contextualizes the personal narrative against established literature on adverse childhood experiences, identity formation, and digital spaces as coping mechanisms (Felitti et al., 1998; Chapman et al., 2004; Erikson, 1968; Patrick & Noor, 2024; Zhou et al., 2023; Commodari et al., 2024).

04

Evaluation and outside viewer feedback

Scene 12: Closing outro with reflective narrative pull-quote
Scene 12: Closing reflection.

The project was evaluated against Zimmerman, Forlizzi and Evenson's (2007) four lenses for interaction-design research contribution: process, invention, relevance, and extensibility, with process serving as the primary claim (demonstrating that the making was documented rigorously enough for the reasoning to be verified).

A small round of outside viewer feedback was conducted specifically to test whether the private account communicates as intended to audiences without the researcher's personal context.

"This started as a project about escapism and technology. Somewhere along the way, it became a project about my own family, too."

Chapman, D.P. et al. (2004) Adverse childhood experiences and the risk of depressive disorders in adulthood.
Commodari, E. et al. (2024) Video gaming, emotional regulation, and psychological well-being.
Ellis, C., Adams, T.E. and Bochner, A.P. (2011) Autoethnography: An overview. Historical Social Research, 36(4), pp. 273–290.
Erikson, E.H. (1968) Identity: Youth and Crisis. New York: W.W. Norton & Company.
Felitti, V.J. et al. (1998) Relationship of childhood abuse and household dysfunction to many of the leading causes of death in adults: The Adverse Childhood Experiences (ACE) Study. American Journal of Preventive Medicine, 14(4), pp. 245–258.
Frayling, C. (1993) Research in art and design. Royal College of Art Research Papers, 1(1), pp. 1–5.
Patrick, R. and Noor, H. (2024) Digital spaces as psychological refuge: Media consumption and identity formation.
Zhou, Y. et al. (2023) Longitudinal analysis of digital media engagement and adolescent coping mechanisms.
Zimmerman, J., Forlizzi, J. and Evenson, S. (2007) Research through design as a method for interaction design research in HCI. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 493–502.