Ragnall AR – Bringing Stories to Life
Waterford Libraries partnered with the Walton Institute in SETU to create Ragnall AR, a mobile-based Augmented Reality (AR) experience that brings the library’s mascot—Ragnall the Viking dog—to life. Funded by Creative Ireland, the app allows users to interact with a life-size animated version of Ragnall using their smartphones, helping to ignite curiosity, encourage reading and introduce children and families to immersive technology in a fun, accessible way.
The project demonstrates how AR can enrich community services, combining innovation with literacy promotion and inclusive learning.

“We are very excited to see Ragnall in AR format. It’s inspired us to think about what we can co-create with Walton Institute next!”
Sinéad O’Higgins, Senior Executive Librarian, Waterford Libraries
Collaboration in Action: Designing for Impact
In 2024, Waterford Libraries and the Extended Reality (XR) team at Walton Institute at SETU identified an ideal use case: Ragnall, the library’s beloved Viking dog mascot. The aim was to build an intuitive, user-friendly app that would both delight young users and demonstrate the potential of immersive tech in a public service context.
Walton Institute provided:
- User-focused solution design using platform-agnostic AR tech
- 3D modelling and animation of the Ragnall mascot costume
- App development for iOS and Android
- Support in project scoping and Creative Ireland funding proposal
The result is a free, easy-to-use app that invites people of all ages to pose for photos with Ragnall, encouraging visits to the library and deeper engagement with local services.
“This project let us showcase accessible, community-based AR that brings fun and connection to public spaces. It’s only the beginning.”
Stephen Barnes, Senior Project Manager, XR Team, Walton Institute
Real-World Use and Future Plans
Following its launch, Ragnall AR has seen strong uptake and the app has been successfully integrated into school visits, public events and library outreach programmes.
The interactive experience has proven to be a creative tool for inclusive education, supporting children with varied learning needs and making public services more welcoming and innovative.
Phase II of the Ragnall AR project is currently in development with extended features to include reading programmes and wider library supports. This next chapter aims to deepen user engagement and embed AR more fully into the library’s learning ecosystem—further demonstrating the value of SETU's expertise in applied immersive technology.