Research
Research-
I’m going to do basing my documentary off an app called Randonautica, this app can be downloaded and became a big thing in 2020. The main purpose of the app if giving people a location close to the area they are, people can then travel to this location to find hidden gems and explore new areas. However, many people used this app and found many disturbing things. “By prompting users to focus on a thought or intention before generating a location, the app subtly frames whatever they encounter as potentially meaningful. This creates a powerful feedback loop: users expect something unusual, and their perception becomes heightened, making ordinary or ambiguous situations feel eerie, significant, or even supernatural. In this way, the app experience is less about the location itself and more about how the mind interprets it.”
Several cases linked to Randonautica contributed to its
reputation as unsettling or dangerous, though many were amplified by social
media storytelling. One of the most widely discussed incidents occurred in
Seattle, where a group of teenagers using the app were led to a suitcase on a
beach that was later found to contain human remains. Other reported experiences
tend to fall into less verifiable categories, such as users claiming they were
led to abandoned buildings, isolated forests, or locations where they felt
watched or unsafe. Some users have described encounters with strangers, trespassing
situations, or being guided into areas that were physically dangerous like
private property or rough terrain.
Randonautica itself is not inherently dangerous, it is
simply a tool that generates random coordinates. The real risk comes from how
people interact with it. Curiosity, suggestion, and the desire for a meaningful
or thrilling experience can lead users to ignore common sense or safety
precautions. The app demonstrates a broader truth about the internet: when
randomness is combined with human imagination and shared storytelling, even
ordinary experiences can feel unsettling.
Documentary
The Texas killing fields is a 2022 documentary which was
broadcasted on Netflix by Jessica Dimmock, the series is centred around the
mysterious murders of four women in Texas in the 80s and 90s and 35 other bodies were found not knowing
from when or who they were in the main area known as the Texas killing fields,
located in League City, Texas. Having a total hours viewed being at 23,880,000
total hours, as well as on rotten tomatoes there’s all positive reviews. The
overall reason for my research into this documentary is because of the unsolved
mystery and the missing people cases which is very related to the app randonautica.
The documentary focuses on:
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The pattern of disappearances and murders
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The families of victims who have been waiting
for decades for answers
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Law enforcement's missed connections,
jurisdictional issues and cold cases
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Possible links between cases and potential
serial offenders
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The geography of the area and why it became a
dumping ground
Rather than focusing on the killer it focuses on the
victims, families and the failure in solving long and detailed crimes.
The main cover for the documentary is highly related to the
themes in the documentary; the cross is seen as a memorial marker. Suggesting
that there are those who have suffered and will be remembered, with spiritual
and mournful links. The map that’s washed out in the background suggests that
geography is a key theme in this documentary, the land and area is where the
crime happened. This is why the colours are so dull and lifeless linking to the
decay of age and cases that get forgotten about and left behind. In the corner
to the left a bare tree branch is being shown, linking to the lifeless
environment as it has to leaves/flowers as well as it being a common symbol in
many horror movies and documentaries. Lastly, the typography. Its bold and
distressed, creating the image of stamped evidence which we see in many police
reports.
The series focuses on both the unresolved cases and the
impact on the victims’ families, particularly through the emotional perspective
of Tim Miller, whose
daughter Laura was one of the victims. Visually, the documentary uses bleak,
cinematic imagery of the barren landscape to evoke a haunting atmosphere that
mirrors the sense of loss and frustration surrounding the investigation. For a
media design project, you could draw on these stylistic elements muted colour
palettes, desolate compositions, and layered textures to reflect the
documentary’s tone of grief, mystery, and the passage of time.
The Netflix documentary “don’t f*ck with cats” is designed
as a true crime story as well as a
commentary on the internet culture itself. A key theme in the
documentary is the role of collective online behaviour. The internet
“detectives” are portrayed as both heroic and flawed. On one hand, they
demonstrate how digital communities can collaborate to uncover truth and hold
people accountable. On the other, their actions highlight how easily online
spaces can spiral into obsession, misinformation, and unintended harm. For
example, the documentary shows how amateur investigations can misidentify
suspects or interfere with official processes, raising questions about the
limits of crowd-sourced justice. This reflects a broader idea: the internet
empowers individuals, but without accountability or expertise, that power can
become dangerous. the way the documentary is constructed also reflects one of
its central dangers: it can unintentionally glorify or amplify the very figure
it critiques. The series focuses heavily on the killer, Luka Magnotta, and his
desire for attention, showing how his crimes escalated from animal abuse videos
to murder while being watched and shared online. Critics argue that by
presenting him as a central figure and replaying aspects of his content, the
documentary risks feeding into the same attention economy that motivated him in
the first place
This is where the connection to the app Randonautica becomes
particularly relevant. Randonautica encourages users to explore random
locations generated by an algorithm, often framed with ideas about intention
and curiosity. While it seems harmless or even playful, it gained attention for
leading users into unsettling or dangerous situations, reinforcing how digital
tools can push people into the unknown. Both the documentary and the app
highlight a similar psychological pattern: the internet doesn’t just provide
information it encourages participation, curiosity, and risk-taking. In both
cases, users are drawn deeper into an experience that feels meaningful or exciting
but can quickly become harmful. the documentary is designed to make the
viewer reflect on their own role within this system. By the end, it subtly
turns the question back onto the audience: are we just observers, or are we
part of the cycle that fuels these events? This is the same underlying warning
that can be applied to apps like Randonautica.
the overall cover design displays bold yellow font which
highlights the documentary name just as I have done in the designing of my
documentary covers. The rest of the overall image is the repeated image of a cat’s
face creating an echo like pattern, this can create an eerie feel as well as
the feeling of being listened to and watched just as the documentary itself
presents.
Beware the Slenderman is structured very similarly to Don’t
F**k with Cats, but instead of focusing on online detectives, it explores how
an internet myth becomes psychologically real. The documentary follows the case
of two young girls who committed a violent act inspired by the fictional online
character Slenderman. What makes the design powerful is how it blends real-life
interviews, police footage, and internet content showing how something that
begins as a story online can evolve into something that feels real and
dangerous. The editing constantly shifts between the “real world” and the
“digital world.” It shows creepy forum posts, fan art, and fictional stories
alongside interviews with the girls and their families.
The core message of Beware the Slenderman is that the
internet doesn’t just reflect imagination it amplifies it. Slenderman began as
a fictional character created online, but through forums, images, and stories,
it evolved into something people believed in. The documentary shows how
constant exposure to this content, especially in isolated or vulnerable
individuals, can distort reality and influence behaviour. This
is similar to Randonautica. While Randonautica doesn’t involve fictional
characters, it does rely on suggestion, intention, and interpretation. Users
are encouraged to assign meaning to random locations, which can make ordinary
places feel significant or even threatening. In both cases, the danger doesn’t
come from the tool itself, but from how the human mind interacts with it. Both
Beware the Slenderman and Randonautica reveal how curiosity can turn into
obsession. In the documentary, the girls become deeply immersed in the
Slenderman myth, treating it as something real and powerful. Similarly,
Randonautica users often report eerie or meaningful experiences because they
are actively looking for patterns or significance.
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