Find out, then use it
Visitors can collect information from real displays or experiments and apply it immediately.

RÆDEL turns science centres, discovery venues and educational attractions into interactive adventures where evidence, experiments, observation and logic drive the story forward.
Science and educational interpretation becomes more memorable when visitors need it for a reason. RÆDEL can turn an experiment result, scientific fact, specimen, diagram or observation into evidence that unlocks the next stage of an adventure.
Visitors can collect information from real displays or experiments and apply it immediately.
A story can create a reason to understand a concept before the group can solve the next challenge.
Questions, logic and interactive puzzles can turn interpretation into active investigation.
Imagine the observatory’s systems have fallen out of alignment. Visitors must move through the venue, gather evidence from exhibits and solve a sequence of scientific problems before the final countdown expires.
A character explains the failure and introduces the first piece of evidence needed.
A real exhibit, model or interpretation point provides data for the investigation.
Visitors use what they learned to answer a question or collect a value.
The evidence feeds into logic, ordering, alignment or another interactive puzzle.
The final challenge combines earlier discoveries into one satisfying outcome.
Scientific content does not need to sit beside the game. It can be the reason the game works.
Use results, observations and cause and effect as information visitors need to progress.
Turn physical objects and scientific collections into evidence for the story.
Make visitors compare, classify, count or notice patterns in real exhibits.
Use ordering, alignment, deduction and interactive mechanics to reinforce problem solving.
Give scientific content a narrative reason to matter through a mission or investigation.
Adapt language and challenge style for families, schools or organised learning visits.
Touch, motion, camera, QR and other supported browser capabilities can become useful mechanics in a science adventure, but they should be selected because they reinforce the challenge rather than because the phone can do them.
Visitors can open the experience in a modern browser from a link or QR code.
Touch, drag, rotate and align interactions can mirror the thinking required by the real exhibit.
Camera, movement and orientation can be used where browser support and the learning goal make them worthwhile.
Different adventures can use the same venue for family discovery, school groups, curriculum linked activity or special events, with difficulty and language adapted to the audience.
Build the story and puzzles around the concepts that matter.
The same exhibit can support a simple family observation or a harder logic challenge.
Puzzle types and media can be reused across new stories and programmes.
Science festivals, school holidays and temporary exhibitions can have their own adventure.
Yes. The adventure can ask visitors to observe a result or use information from an exhibit as part of the next challenge.
Yes. RÆDEL supports interactive mechanics such as ordering, logic, collection, alignment and other puzzle styles depending on the adventure.
Yes. Content, language, route and challenge difficulty can be adapted for an educational audience.
Where browser and device support allow, those features can be used when they improve the learning or story experience.
No. The adventure runs in the browser.
Yes. Different audiences, events and themes can have separate adventures using the same core platform.
Tell us about the exhibits, learning goals and audience. We can turn the answer into something visitors have to find, use and solve.