Documentation

Here you will find all the information and documentation about the project of Attack on MMMM.

Project and General Purpose

A framework of tools to create virtual visits and narratives (Meta Mirror) about the content of a collection of arbitrary physical items (a Museum) in a pleasurable and meaningful way by associating the images of the items with texts (from very short labels to very long treaties) and images (Multimedia) to correctly situate the items and their explanations.

Meta Mirror - This project is about a digital companion mimicking the placement and paths to reach some physical objects.

Museum - The physical objects have been collected to represent a meaningful and systematic representation of some cultural phenomenon (of the past or of the present). Your job is to help the visitors in planning the visit while at home as well as guiding them during the visit itself.

Multimedia - Multimedia does not mean images or video. Multimedia means that there is a variety of media, including text, images and video. They are meant to guide the visitors, identify the objects, and explore the themes they represent. (Vitali F., 13-Theproject2025, slides of the course Information Modeling and Web Technologies, 2025)

Starting with the guidelines for this project, our idea was to build a digital companion which acts as an immersive virtual museum and auxiliary tool for a physical one. Before researching about the topic, we were also aware of the existence of a museum in Japan, which is dedicated to Hajime Isayama and Attack on Titan, located in Hita, the author's hometown. While the physical museum primarily serves as a testament to the author's artistic progression - featuring early sketches and figures - our project extends that collection by integrating deep institutional and cultural heritage research. Through a comprehensive multimedia framework of texts, images, and interactive elements, we situate these fictional concepts alongside their real-world historical counterparts. Ultimately, this website serves a dual purpose: it acts as a planning and guiding tool for visitors of the physical museum, while simultaneously providing a complete, standalone exploration of the Attack on Titan cultural phenomenon for users experiencing the narrative from home.

Base Layout and Technologies

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1. Design drafting: manga concept and Default theme
Screenshot of website's first drafting drawings
Figure 1.
Screenshot of website's drafting on Canva and Figma
Figure 2.
Real life image of manga vol. 32 chapter 127
Figure 3.

The design process for the landing layout of the website was developed through trial and error with the help of tools like Canva and Figma to aid in the visualization of the final product to be implemented later on with the help of different frontend programming languages.

Since we imagined our website to be a journey in which our users follow both the protagonists of Attack on Titan and the narration through which we wanted to tell the story of this artistic work, we thought of designing everything from the material medium that was the initiator of this work: the manga.

We drew inspiration from its peculiarities: black and white style, cartoonish but realistic (although not always) characterisation and a reading flow from right to left - maintaining a connection with the origins of the traditional Japanese writing system. As we can see in the pictures above*, the style of display is very neat and angular, with defined shapes (most of the time) which cut and divide the scenes, and the proportions of the different boxes changes in order of importance or emphasis given to a specific passage - always keeping in mind the reading direction from right to left and top to bottom.

In some cases, like in the example shown, the background is black, while in other the background is white and we can observe that this is a specific decision because the first case highlights moments of introspection or reminiscence of the character who is speaking, at times representing whole flashbacks, and the second case represents the normal, "present" timeline. We have also decided to keep this distinction, or inspiration from it, maintaining the darker style for our Collection, where items of the past come together in one place. In the Collection section, we directly reproduced the grid-like paneling composition for the items, giving them a narrative flow. The choice of our Default theme being based mostly on grayscale with very few, but noticeable, pops of (red) colours is also designed according to the manga of Attack on Titan.

Early in our design process, we considered representing the Default theme through the anime's beginning vibrant palettes (see the leftmost image of Figure 2), yet in any situation and behind every decision-making moment, only one question echoed in our minds: where did everything start? For which reason we sentenced the manga as a special form of medium to be the upholder of our tribute to the work of Attack on Titan.

The font families we used are exactly five: Anime Ace, Copperplate Gothic LT W01 29BC, Who Dares, Ditty and Noto Sans. The first two were researched and used to mirror as closely as possible the typographical style of the manga's chapter titles and body text, respectively, whereas Ditty is a font which is replicating Attack on Titan's English logo title; Who Dares is inspired by fonts used in the translations in Italian and English for onomatopoeias. As for Noto Sans, it deliberately takes some distance from the design choice made up until now to tap into another important reflection that stems from this story: we chose this inclusive, modern and "timeless" font to represent a trenchant quote of one of the main characters of the story, Mikasa Ackermann, and her simple yet rich and painful reflection about the world - "This world is cruel, but also beautiful".

*Pictures of the manga are taken from real life by the contributors.

Links:
2. Essentials

Our technical core to build the infrastructure relies on a stack of HTML, CSS, Bootstrap's (version 5.3.8) components and JS.

HTML provides the full skeleton of the website layout:

These tags established the first positioning for both the textual and visual content, which we then refined using CSS grid and Flexbox. We deployed CSS Grid when the composition was more "tabular" and needed a more precise approach even if more difficult to fix (for example regarding rows and columns measurements), instead we used Flexbox when the configuration didn't require complex structure (like for the Themes section's buttons, for example). When integrating more elaborate Bootstrap components instead, like cards, we worked with precast Bootstrap classes to maintain structural and visual consistency. The components significantly sped up the process to efficiently incorporate responsiveness for certain parts as well, rather than having to manually apply different styling rules for a wide variety of structures and screen sizes.

For sizing and spacing, we worked predominantly with rem units and em units to maintain a coherence with our typographical choices, and to allow fluid scalability for bigger screen sizes; in other cases, we selected pixels as our choice of unit for precise adjustments, like the case of the negative margin of the navbar to create a deliberate overlap with the header background.

We then employed JavaScript to automate components injection to the leaf pages and add interactivity inside the website. We have produced four different scripts, respectively:

  1. main.js: handles the core interaction of the website; it handles the removal of the pre-loader and loader screens and the replay only in the case of page refreshing (from the Home page) or initialising a new session, the audio toggling for the narration, the typewriter effect and mobile-responsive behaviour for overlay tapping interactions in the absence of hovering functionalities.
  2. comps.js: injects the header-navbar and footer in every HTML page through the use of <div> tags acting as placeholders; automatically manages the "active" state for navbar links to reduce redundant code, time-consumption and enhance maintainability.
  3. themes.js: with a similar logic to comps.js, this script handles the injection of the different CSS styles. It automatises cases where a button or link has a specific ID related to a theme and corresponding CSS; the mapping is initialised through a dictionary and the logic works by changing the href attribute inside the head's <link> tag for the stylesheets; additionally, the script also uses sessionStorage to store the user's theme choice thus remaining consistent when navigating the website.
  4. items-logic.js: this file serves as the logical core for the dynamic display of information cards. The script extracts the object ID and the narrative category from the URL, retrieving the corresponding information in the JSON file; furthermore the file maintains state variables of text difficulty and length, this allows the user to customize the reading experience swapping the text on the fly without needing to reload the page. Finally, the script calculates the link for "Prev" and "Next" buttons, ensuring that the user remains in the logical sequence of the narrative selected.

It is necessary to underline that we employed the use of Gemini, ChatGPT and Codex extension for Visual Studio Code to implement most of our JS scripts, to aid in the CSS styling and to automate repetitive HTML tagging.

Collection Curation and Metadata

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1. Items Curation

For the collection page, the structure was designed to provide continuity with the homepage layout, drawing inspiration from manga panels. Each element in the collection occupies a defined space reminiscent of comic book frames, maintaining a visual rhythm that guides the eye across the various cards. Each individual card is composed of several elements that provide the user with an initial presentation of the item:

The purpose of the collection page is to show the user all the items included in the digital exhibition, provide them with "external" information related to these items, and create a "bridge" between the graphical interface and the technical data.

2. Metadata
1. Methodological Approach

To ensure the high-quality description, findability, and interoperability of a diverse range of cultural heritage items a specialized metadata selection process was implemented, mapping each item to the international standard best suited to its physical and functional nature.

2. Selection of Metadata Standards

The collection was categorized into three distinct groups, each governed by a specific schema:

3. Data Architecture and Implementation

The workflow for data entry and distribution followed a rigorous three-step process:

The Map and User Journey Design

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Screenshot map SVGs designs on Figma
Figure 4.
Pictures of manga map and presentation of characters page from manga vol. 32
Figure 5.

The Map page design process consisted of two distinct moments: researching items locations and designing the user (virtual) experience.

As introduced in the Project and General Purpose section, this website is meant as a digital companion working like a virtual museum or an "overlay" to a physical one, which is the reason why our map is not representing physical rooms but the metaphysical dimension of the items of our collection and their mirrored reference in the story. To add depth to these parallelisms, we decided to work with the map as a projector for the diegetic geolocalisation of our real world items. In this way, we were able not only to make our user fully immerse themselves in the world of Attack on Titan and experience a bird's-eye view of the events, but also to make the user associate time with space and the real-world with the fictional, creating a third dimension with blurred boundaries.

In the first phase, we researched how to precisely locate our items within the story's world, and if an exact geolocalisation wasn't possible, to infer the most logical approximate location from the gathered information. For example, while the exact location of Eren's father's basement is unclear [see Shiganshina Map], environmental analysis of various anime scenes suggests it must have been slightly uphill and far enough from the breach in the wall to be heavily damaged but still accessible. For other items, like the seaplane [see Outside Map] instead, we evaluated that pinpointing an exact location was going to be reductive of the item's dynamic narrative value (its value extends through a longer narrative arc and a moving journey rather than one exact position), therefore we deliberately placed it in an explicit location mentioned at some point in its narrative arc.

To execute this narrative disclosure, we designed three separate, interconnected maps. At first glance, they are only accessible sequentially, forcing the user's navigation to mirror the characters' paced journey and their expanding understanding of the world. While the progression partially follows the story's timeline, the separation addresses two purposes: practically, the lack of canonical complete world map, where exact locations are left to inference most of the time; and philosophically, to reinforce in the user the feelings connected to these separations of the worlds lived by the characters of the story (the Walls vs. the Outside and vs. the third, even more isolated dimension of the Coordinate).

To technically implement the maps, we decided to manipulate high-quality resolution images of the three maps in Figma. First, we overlaid custom shapes and images to highlight key locations and specific items. We then exported these layers as SVGs and embedded the code directly into our HTML pages. And lastly, to make these shapes interactive, we utilized Bootstrap components as follows:

Links:

Figma (password: attackon4m)

The Themes

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The themes for this project are a way for this website to incorporate a reusable styling other than the one perfectly tailored to its philosophy like the Default theme. We decided to work on four different themes (1500-1800, 1900-1950, 1950-2000 and 2035) and each contributor has specifically worked on two of them. Our research and work for all of them started with the creation of a shared Pinterest board which held all of our visual inspirations for the designs and Attack on Titan inspirations.

Screenshot of Pinterest board with inspirations for the themes
Figure 6.
1. 1500-1800
Screenshot of Canva vision board for 1500-1800 theme
Figure 7.

This theme's time-span was extending on 200 years and for this reason the inspirations drawn for the design relied on different aspects:

The typography chosen for this theme replicates and follows the four points of inspiration just introduced. With core fonts like EB Garamond, Baskervville, Beffle Medium and Zen Old Mincho we sticked to the recreation of serif, clean and heavier-looking typefaces; Rebelink was the font used to recreate the baroque-esque feel for titles; and last but not least, Son of Time, used in the heartfelt quote "Offer your heart!", directly inspired by the handwriting of Giovanni Borgia in his letters, to create a continuous line from the emotion-rich meaning to a human-like representation.

As a final immersive touch, we implemented a custom "hand" cursor inspired by Age of Empires, a strategic video-game based on history published in 1997 to ultimately connect a feeling of past-revival to the web design.

2. 1900-1950
Screenshot of Canva vision board for 1900-1950 theme
Figure 8.

Given the theme's focus on the first half of the 20th century, the style was designed to evoke an atmosphere of austerity, drawing primary inspiration from World War I and World War II propaganda posters. The design seeks to recreate an authoritative tone: bold borders are used to separate content and give a sense of "weight" and solidity to the elements, almost as if they were posters pasted onto a wall.

Regarding the colors, the selection is directly based on the limited color palette of the era's posters. The predominant color is military green, which conveys discipline and control. This is paired with a dark red, used to create strong contrast and draw attention. Instead of modern white, cream and ivory tones are used to simulate the cheap or aged paper of the period's flyers.

The choice of fonts also aims to reflect the communication style of that time. Specifically, the Oswald font was used: it is a tall, narrow character that mimics the headlines of enlistment posters, where space was limited and the message had to be readable from a distance. These features convey rigor and a certain "aggressiveness," an effect accentuated in the main titles through the use of very thick black outlines. This detail recalls the lettering made with stencils or heavy ink stamps typical of military equipment crates.

3. 1950-2000
Screenshot of Canva vision board for 1950-2000 theme
Figure 9.

To represent the second half of the 20th century, the aesthetic shifts drastically toward the energy of Pop Art, drawing inspiration from the visual language of comic books and posters. Unlike the previous style, the design here moves away from rigidity to adopt a vibrant and playful tone. Several elements have been modified to appear like actual paper cutouts; the use of very thick, sharp black borders creates an "illustration" effect, making the content stand out as if pasted onto a comic book panel.

The color palette breaks away from the seriousness of military tones of the previous theme, utilizing extremely saturated primary colors like bright red, yellow, and blue. This choice communicates dynamism and recalls the mass media culture of the 1960s. The treatment of shadows follows this same logic: they are not blurred but solid and slightly misaligned with the blocks, a detail that deliberately mimics the printing errors found in old, low-cost magazines.

From a typographic standpoint, the main font chosen is Bangers, which immediately recalls comic book onomatopoeia with its bold shapes. This is paired with Comic Neue, used for texts to maintain the comic book atmosphere even in more discursive sections while ensuring better readability. To reinforce this graphic identity, titles are not static; they are often presented “tilted”, turning the interface into a dynamic and iconic visual experience.

4. 2035
Screenshot of Canva vision board for 2035 theme
Figure 10.

For this theme, as we can see on the vision board, there were two parallel inspirations: on the left side we have a combination of Blade Runner 2049 and cyberpunk inspiration — both from real life locations and fictional, while on the other side we have our core influence which is Psycho-Pass.

Although 2035 doesn't seem like too far away, and it actually isn't, there is a common misconception or maybe an ingrained idea in our minds that the cyberpunk or heavily technological futuristic aesthetic is too far off the radar compared to our reality. But is that truly the case? One of the key aspects of the cyberpunk aesthetic is the dystopian deformation of our present and the attention to the decadence of our world — widespread poverty, diminished quality life and over population. So far, we can say that our reality is only truly distancing itself from this concept in terms of technological progress; we are not there yet to have flying cars, but who knows.

Psycho-Pass, mentioned above, is a dystopian crime anime which represents a society set in the 22nd century, where everything is administered by the Sibyl System. People are strictly categorized by this system in order to regulate social safety and significantly reduce criminality. A person's behaviour is constantly analysed, an automatic psychological profile is generated, and citizens are continually monitored to check their personal "colors". Criminals, too, fall inside this category, and weapons are designed to modify their range and lethality based on these diagnoses. But there are exceptions: people who "escape" the system's infallibility. And what happens if they are not good people but criminals? The screenshot on the right depicts some holographic screens from the advanced technologies used by the police forces. This has inspired most of the layout design for the website, starting from the jagged and irregular lines of the futuristic-looking panels and HUD-like cursor, down to the typographical choices for titles and text (Futurest Cosmo, Orbitron, SD Glitch).

On the other hand, Blade Runner 2049 and the other visual cues selected on the Pinterest board were chosen to highlight the other aspect of a dystopian futuristic reality: the one focusing on demographical, environmental and social crisis. The warmer tones of specific plot scenes of this movie often move the scene from the typical colder tones of the city to an "outside", often associated with danger and decay. This highlights the stark divide within overpopulated, hyper-progressive cities: separating the majority living in misery from an oligarchic wealthy élite. These aspects and colours have inspired the design behind the Collection in this theme and the quotes at the top of the page and in the footer. They draw inspiration from graffiti and street shop's neon-signs and define a boundary of "difference" between the few and the many, the past and the future, the accessible (though poor) and the exclusive.

As a final note, we would like to credit this artist who shared their work of a 3D model reproduction of the Sibyl System which was utilized as a background for this theme: https://www.artstation.com/artwork/G8gWDW.

The Narratives

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Regarding the narratives, three different paths have been designed for the user:

Narratives Development

In each narrative path of the digital exhibition, the individual items from the collection are displayed in sequence alongside their corresponding references to the manga and anime. This approach allows users to immediately and visually grasp the connection between the physical object and its appearance within the story.

For each item displayed we have created four different types of text. Our goal is to allow anyone to enjoy the exhibition, regardless of their prior knowledge of the Attack on Titan world or how much time they wish to spend reading. For every item, the visitor can read a description concerning the object in the real world (its physical form and actual function) as well as its significance and role within the AOT story.

Specifically, the texts are divided based on two criteria: the level of difficulty and the depth and length of the information. Those who are not familiar with the subject will find basic, easy-to-understand information. Conversely, those who are already fans or wish to learn more can choose the longer, technical versions that go much deeper into specific details. In this way, each person is free to choose the mode that best suits their needs, making the exhibition experience personalized and never boring or overly complicated. For the collection of information about the anime, we combined the contributors' knowledge with data from the Attack on Titan Wiki (Fandom). This wiki serves as the main reference for those seeking additional information or further insights.

Regarding the technical side of the exhibition page, all metadata, images, and texts are stored in a single JSON file. This centralized structure allows us to manage all the information for every item in one place. Using a JavaScript file, this data is then dynamically injected into the website. This approach makes the page flexible and easy to update.