
Public art that “talks” to passersby. Scavenger hunts that scamper through community landmarks. Through the power of play—and mobile media—programs like these can help public libraries connect with patrons and share local stories.
Over the past five years, DC Public Library has partnered with Playful City Lab, a game design initiative from American University (AU) in Washington, D.C. Together, we developed a project called Engaging Beyond Our Walls, which has yielded a budget-friendly platform and toolkit that facilitates storytelling through text messages and audio. Staffers at more than 50 public libraries across the US used that platform and toolkit to create community games and interactive experiences, including historical walking tours, trivia contests, and other activities for patrons of all ages.
The project grew from a 2019 series of pop-up history exhibits in DCPL branches that focused on neighborhood change in four different areas of the city. Smithsonian’s Anacostia Community Museum created the exhibits, which featured photographs and text from the museum and DCPL’s archives, as well as storytelling phones developed with AU’s School of Communication. Visitors lifted the handset of an old-school phone to hear oral histories from residents about how the neighborhood had changed and in turn could record stories for others to hear. The DCPL and AU team later brought the project to a neighborhood festival and integrated it with a scavenger hunt.
Most mobile phones can engage in interactive storytelling—no apps required.
Inspired by this mix of community history, public engagement, and playfulness, we started dreaming about a version of the project that dozens of cities could use, with libraries as the hub. We wanted to build on the success of public library programs such as tabletop gaming, StoryWalks, and neighborhood outreach but reimagine them for a mobile media platform. We focused on low-tech approaches like voice trees—commonly used by automated phone services that ask callers to press numbers for different services—and SMS messaging because they are more accessible and cost less than smartphone applications that require data plans. Most mobile phones can use text messaging to let people access interactive storytelling that features host audio and multimedia—no apps required.
In 2022, with nearly $250,000 in funding from an Institute of Museum and Library Services grant, we launched a national training for libraries. After a pilot year, we created annual cohorts, each with tools, training, and templates for libraries of all sizes to design their own playful creations. We released a free authoring tool called Hive Mechanic, although libraries can also use other commercial tools like Twilio Studio.
Participating libraries have deployed the technology in three primary ways: activities at local landmarks, such as sculptures or murals; mobile activities, such as walking and biking tours or scavenger hunts; and kiosk-style installations that offer touchscreen storytelling. At Umatilla (Fla.) Public Library, for example, residents can hear a ghost story at a historic caboose that sits outside the library. As part of a StoryWalk hosted by Spooner (Wis.) Memorial Library, youth were prompted to send photos of local architecture and answer trivia questions via text. Other case studies are available in our Tasting Menu, while our new Recipe Book offers models for using our platform.
Fundamentally, Engaging Beyond Our Walls is about advancing library goals for accessibility in programming. But along the way, it helps position libraries as community catalysts. Many participating libraries reported finding new partnerships and credibility with local government, historical societies, and community businesses.
Compared with many innovation projects, this focus on low-tech accessibility was exciting for library partners—and reinforced the reputation of libraries as places that welcome all.