Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Wednesday, February 22, 2012

Ontology: Characters (Part 2)

Different characters play different roles in a story. These roles fall into three categories (Card, 1988, p. 59), with the major characters identified in more specific roles:
  • Major characters: The major charactersdrive the plot through its twists and turns and move the story forward. The major characters fill a variety roles (Phillips & Huntley, 1996, pp. 36-38):
    • Protagonist: The protagonist is the main character role in a story and drives the action. The protagonist will have a goal and undergoes a change – the “hero’s journey” – in the process of seeking to achieve that goal.
    • Antagonist: The character in the role of antagonist is in direct opposition to the protagonist. The antagonist may seek the same goal (e.g. find the significant object of the story) as the protagonist or may simply want to prevent the protagonist from achieving that goal.
    • Sidekick: The sidekick character role may be linked to the protagonist or antagonist. Each of those character roles may have its own sidekick. The sidekick character provides loyalty and support throughout the story and has unfailing faith in the rightness of the goals and actions of the protagonist or antagonist to which he/she is linked.
    • Guardian: The guardian character role is that of mentor or teacher to the protagonist. The guardian provides knowledge, guidance, support, and protection but also drives the protagonist towards achieving the protagonist’s goal.
    • Skeptic: The skeptic character role is linked to the protagonist, but this character’s role is to question and doubt everything – the protagonist’s thoughts, emotions and actions, the trustworthiness of other characters, anything and everything.
    • Emotion: The emotion character role is linked to the protagonist and responds to story events emotionally without thinking and without concern for the practical implications of a response.
    • Reason: The reason character role is linked to the protagonist and responds to events in the narrative logically, while not letting emotion interfere with the rational.
    • Temptation: The temptation character role is not necessarily directly opposed to the protagonist, but rather tries to hinder, divert, and delude the protagonist from achieving his/her goal, often by tempting and playing on the weaknesses of the protagonist.
  • Minor characters: The minor characters have a limited impact on the story, with their desires and actions causing plot twists but not substantially shaping the overall flow of the story. Typically, minor characters do one or two things before disappearing from the story.
  • Walk-on and placeholder characters: The walk-on and placeholder characters exist in the background to add realism or, if they appear in the foreground, it is to serve a simple function and then disappear.
Concept map of character roles and archetypes
 
A number of lists of archetypal character have been compiled. Schmidt’s compilation of 45 archetypal characters is one such list (Schmidt, 2001):
  • Male Hero/Villain Types
    • Businessman/Traitor
    • Protector/Gladiator
    • Recluse/Warlock
    • Fool/Derelict
    • Woman’s Man/Seducer
    • Male Messiah/Punisher
    • Artist/Abuser
    • King/Dictator
  • Female Hero/Villain Types
    • Seductive Muse/Femme Fatale
    • Amazon/Gorgon
    • Father’s Daughter/Backstabber
    • Nurturer/Over Controlling Mother
    • Matriarch/Scorned Woman
    • Female Messiah/Destroyer
    • Maiden/Troubled Teen
  • Supporting Types
    • Friends of Protagonist
      • Magi
      • Mentor
      • Best Friend
      • Lover
    • Rivals of Protagonist
      • Joker
      • Jester
      • Nemesis
      • Investigator
      • Pessimist
      • Psychic
    • Symbols
      • Shadow
      • Lost Soul
      • Double

Friday, February 17, 2012

Story Level Design Tasks

Over the past few weeks we have been looking at the first (transmedia project) and second (storyworld) level design tasks. Once work at these levels is substantially complete, it is time to move on to the next level of tasks.

The third level of design tasks occurs at the story level (see table below). At this level key decisions on individual stories within the storyworld are made. The narrative design tasks begin with the development of the story concept, dramatic question, and controlling idea, which will shape the narrative content. That is followed by the selection of story structure, narrative point of view, plot structure, and identification of any sub-stories. The decisions made when doing these tasks will determine how the content will be structured from a narrative perspective.

Significant objects and the cast of characters that will populate the story are also created at this level. The interaction design tasks focus on identification of media and platforms that may be used to publish the story, develop a preliminary overview of user navigation, and preliminary identification of story assets.

Story Level Design Tasks
Narrative Design Engagement Design Interaction Design
  • Develop story concept
  • Develop dramatic question
  • Develop controlling idea
  • Select general story structure
  • Select narrative point of view
  • Select story mode (presentational versus representational)
  • Select general plot structure
  • Develop sub-stories
  • Select story timeframe
  • Select characters and roles
  • Develop character arcs
  • Develop preliminary storyboards
  • Determine if transmedia narrative involves shared vs. individual participation
  • Determine importance of including real people, settings, and events in transmedia narrative
  • Determine if transmedia narrative is time-agnostic or time-dependent
  • Determine if transmedia narrative is location-agnostic or time-dependent
  • Identify media/platforms
  • Develop user journey diagram
  • Develop preliminary calls-to-action plan
  • Compile preliminary assets list

Wednesday, February 15, 2012

Ontology: Significant Objects

Significant objects are one type of existent. There are two types of significant objects:
  • Plot-Signficant: A plot-significant object has a substantial impact on the story’s plot.
  • Character-Significant: A character-significant object has some sort of significance to a particular character but does not have a significant impact on the story’s plot.

The properties of a significant object are:
  • Physical Characteristics: The physical characteristics of the significant object describe its size, weight, appearance, and other physical aspects.
  • Value: The significant object has valueto the characters in the story. This value may be:
    • Intrinsic – it is worth money (e.g. a treasure, money, etc.)
    • Source of power – it gives the person who possesses it magical, political, or some other form of power
    • Symbolic – it has spiritual, emotional, sentimental, or similar symbolic value
  • Integral to the Plot: The significant object is integral to the plot; without it the story would change significantly.
Concept map of elements of significant objects

    Monday, February 13, 2012

    Ontology: Storyworlds

    Ryan’s description of the contents of storyworlds (Ryan, 2011) provides a starting point for the development of a systematic structure for the narrative elements of transmedia narratives. Ryan identified the content of storyworlds as existents, settings, events, mental events, physical laws, and social laws (Ryan, 2011).
    Chatman proposed a story structure that also contains events and existents (Chatman, 1978, p. 19), but their interrelationships differ from Ryan’s. In Chatman’s model, characters and setting are contained within the existents, while events are divided into kernels and satellites (Chatman, 1978, p. 19).
    The development of a comprehensive and consistent structure for storyworlds is important for the future development of transmedia narratives. Ryan stated that ensuring stories involve the same existents, settings, and other characteristics of the storyworld and that the stories are mutually compatible will allow the development of multiple stories within the same storyworld (Ryan, 2011).
    Using the same set of concepts identified by Ryan and Chapman – storyworlds, existents, events, settings, and stories – but reconfiguring the relationships between them slightly makes it possible to create a high level framework that easily accommodates the creation of multiple stories from within the same storyworld.
    A few of the concepts offered by Ryan fall into categories lower down on the storyworld hierarchy, while mental events is a type of event. Physical and social laws fall within the concepts of mythos, topos, and ethos developed by Klastrup and Tosca. Klastrup and Tosca note that they specifically exclude events from the mythos of a storyworld (Klastrup & Tosca, 2011). This makes it logical to include events immediately below the storyworld in the hierarchy of elements, as Ryan has done.
    Establishing the storyworld as the highest order category within the narrative design domain provides the foundation for a coherent structure with ample opportunity for expansion across the lower level concepts.

    Concept map of the elements that comprise a storyworld
    • Storyworld: A storyworldis the structure within which all of the concepts, objects, entities, and relationships needed to construct a narrative exist. Properties of or elements contained within the storyworld are:
      • Temporal Dimension: A temporal dimension is an inherent property of a storyworld and by extension is part of the existents, events, settings, and stories that are contained within that storyworld. This temporal dimension is called “storyworld time”.
      • Genre: The genre for a storyworld defines the stylistic conventions for characters, roles, settings, events, and values that are used in the storyworld.
      • Existents: The existents are either significant objects or characters. (Ryan, Storyworlds Across Media, 2011) Further details on these two concepts are developed in the section on the ontology of existents.
      • Events: The events in a storyworld are the result of changes in the state of elements within the storyworld. Further details on events are developed in the section on the ontology of events.
      • Settings: A storyworld’s settings serve as the backdrop against which a narrative occurs. Further details on settings are developed in the section on the ontology of settings.
      • Story: A story emerges from the interrelationship of a storyworld’s existents, events, and settings.

    Friday, February 3, 2012

    Storyworld Level Design Tasks - Entry Points

    Just as the narrative design needs to ensure users are provided with the information needed to “hook” them on the story, the interaction design must ensure that the first call-to-action a user encounters provides the appropriate amount of information to enable an effective interaction with the transmedia narrative. The entry point call-to-action should quickly communicate the conventions for interacting with the narrative as a whole and then move the user into the narrative. For web-based entry points, the page that the primary URL points to -- typically the home page – is critical to establishing both the user conventions for both the narrative and interaction aspects of the transmedia narrative.

    The amount of information needed at the beginning of a journey varies among individuals. Some – improvisational wayfinders – need only a little information while others who will do a lot of up-front planning will need a lot of information (Passini, 2000, pp. 90 - 91). Just adding information is not sufficient, however. That information needs to be appropriate and sufficient to provide informational wayfinders the cues they need while providing other users more information. It also needs to be focused on getting the user into the transmedia narrative and should not direct them away from it.

    The entry point for Animism: The Gods’ Lake in the fall of 2011 was through a URL that took the user to a web page with a book-like visual introducing users to both the story and the site (see Figure 1). At a glance, the user is able to understand both the navigational cues and a feel for the narrative content. The entry point for Collapsus uses a Flash graphic to provide both a navigational cue into the narrative and a sense of what the story is about (see Figure 2).

    The entry point to Burn Notice, on the other hand, is a much more traditional web page with a variety of cues, many of which point users away from the narrative elements of the television program (see Figure 3) including to other websites accessed via the banner ads on the page. A collapsible bar (not shown on the screen capture) also intrudes into the page and requires a user to collapse it in order to see more of the Burn Notice home page.


    Source: APTN (Aboriginal Peoples Television Network, 2011)
    Figure 1: Screen capture of the Animism: The Gods' Lake home page

    Source: Submarine Channel (Submarine Channel, 2011)
    Figure 2. Screen capture of the Collapsus home page

    From a transmedia narrative interaction perspective, the design of the Animism and Collapsus entry points is appropriate while the Burn Notice is a mess that undermines the ability of users to quickly find the information they need to navigate the narrative. The Collapsus entry point is the most effective of the three in getting users into the narrative. There are only two active links – the “Enter Collapsus” link prominently displayed near the center of the page and a link to the website of the producers of Collapsus in the lower right corner – on the enter page. One click on the primary link takes users immediately into the narrative.

    The Animism entry point has significantly more distractions – a total of 18 links – than the Collapsus site. These links are to:
    • Facebook, Twitter, and YouTube, where presumably more of the narrative content is located
    • Pages within “The Book of Emissaries” displayed on the screen
    • Various funders of the Animism project
    While acknowledging one’s funders is probably a good move from a business perspective, it adds nothing to the narrative and providing links that direct users away from the narrative poor interaction design. Likewise, the links to various social media sites are distractions that do little to progress the narrative at this point. The links to Facebook, Twitter, and YouTube provide no information about what awaits the users if they jump there. At this point, those links are also a temptation that may take users away from the entry point permanently. The navigation links into the narrative itself are also less than optimal. Two completely different styles are used. The “>” used as an arrow indicated to the user where to click in order to open the book while a small set of icons shaped as squares and diamonds underneath the book allowed navigation to various pages of the book. Unfortunately, those icons provided no information about what to expect at the other end of the interaction.

    On the Burn Notice page an assortment of menu items, rotating Flash elements, advertising, embedded links, and images that serve as buttons provide a wide variety of navigational devices that leave the user with a huge amount of information to process before making a decision about going into the narrative. Very little information is provided as to what the user can expect at the other end of any links.


    Source: USA Network (USA Network, 2011)
    Figure 3: Screen capture of the Burn Notice home page

    When designing the interactions for a transmedia narrative, particularly for an entry point to the narrative, the designer needs to ensure that only as much information as is absolutely necessary should be provided. That information needs to be located where users are making and executing navigational decisions (Passini, 2000, p. 91). Each decision in the decision plan requires information that is appropriate for both the decision to be made and the setting in which the decision making occurs (Passini, 2000, p. 94).

    One of the challenges of transmedia narratives is that a user can enter the story or storyworld for the first time at multiple points. The design of the calls-to-action at each of those entry points should follow the guidelines identified for a single entry point.

    A false affordance is a navigational cue that doesn’t work as the average user might expect. A page near the beginning of the Collapsus site features a world map with an interactive crosshair that can be moved over the map (see Figure 4). However, clicking it on a location does nothing. The only interaction possible on the page is to cursor over and click on the small photographs located low on the page. This false affordance distracts the user from the actual links present on the page and makes it appear that the page itself is broken, disrupting the narrative experience.

    Source: Submarine Channel (Submarine Channel, 2011)
    Figure 4. Example of a false affordance on the Collapsus site

    Wednesday, February 1, 2012

    Storywold Level Design Tasks - Rules of Engagement Synopsis, Design Aesthetic & Style Guides

    “Rules of Engagement” Synopsis

    The “rules of engagement” synopsis is a high-level overview of the user engagement aspects of the transmedia narrative written from the user’s perspective. It should provide a “hands-on picture of the experience, including what users will be confronted with, what they expect to have to agree to, and challenges they will face” (Hayes G. P., 2011, p. 7). This synopsis should be one to two pages in length.

    Design Aesthetic

    The design aesthetic provides an overall vision behind the design that will cover all elements to the storyworld. It should describe and portray the characters and settings within the narrative and aesthetic features used for the various media and platforms that the content is published on (Hayes G. P., 2011, p. 10).

    Style Guides

    The design aesthetic will guide the development of the style guide, which provides precise details on color palettes, fonts, and other graphic design features. The style guide should be used for all materials produced for the project to ensure consistency and provide a sense of unity across multiple media.

    A style guide for audio, music, title sequences, and similar media elements should also be developed to provide an overview of the style to be used for all media elements of the storyworld.

    Monday, January 30, 2012

    Storyworld Level Design Tasks - Human-Centered Design Principles

    The human-centered design approach emphasizes an approach that focuses on designing information systems that enhance the “activity and dominance of the user” (Cooley, 2000, p. 66) and complement the human user’s skills rather than ignoring or actively rejecting them. This aligns nicely with the goal of most transmedia narratives to foster user participation in and interaction with the transmedia system.

    The human-centered design approach has nine key principles that can be applied to the design of transmedia narratives.
    Coherence
    Coherence in a transmedia narrative ensures that the meaning of information embedded in it, even if it is not immediately evident, is not cloaked or obscured. Coherence includes the concepts of transparency and consistency.

    The design of the entire transmedia narrative experience and the individual elements within it must provide users with enough information that they know what is happening and what is possible within the system. An effective transmedia narrative interface should make its features and functions readily apparent (transparency). However, that doesn’t mean the inner workings of the system need to be on display to users. For example, a button that says “Move to Next Page” makes its function clear without explaining to the user how the move to the next page is handled programmatically.

    The design of the transmedia narrative should also be consistent throughout, although that doesn’t mean it must be the same across every element. The kinds of interface elements for which a high level of consistency is important include:
    • Interpretation of user actions: Menu items, links, shortcut keys, and other elements involving interpretation of user actions should maintain a consistent meaning throughout the transmedia narrative. It is also important to ensure consistency with the interface of the platform on which the transmedia narrative is presented (Tognazzini, n.d.). For example, a pinch open should zoom in, while a pinch close zooms out. Reversing these gestures would certainly confuse and frustrate an experienced user.
    • Invisible structures: Objects that cannot be sensed by the user are invisible structures. Because the user can’t sense them, it is impossible to tell whether these objects are present or not (Tognazzini, n.d.). While generally they should be avoided in designing a transmedia narrative, there may be sound narrative reasons to include an occasional invisible structure. If invisible structures are used, it is very important that they behave in a consistent manner to avoid confusing or frustrating the user.
    • Camouflaged visible structures: Objects that can be sensed but don’t appear to be a user control are camouflaged visible structures. In some types of computer games, for example, active objects may be placed in a setting with numerous inactive objects. As a result, users may not discover that these objects can be manipulated. Again, consistency in design and function is important. 
    • Small visible structures: Icons, size boxes, scroll arrows, and other navigational objects are examples of small visible structures (Tognazzini, n.d.). The appearance and function of these objects needs to be very consistent throughout the transmedia narrative. The location of these objects is only just slightly less important than appearance and function, making a standardize location, highly desirable.

    Consistency is also desirable across the user interaction and narrative design aspects of a transmedia narrative (see the appropriate section of this thesis for more detail). However, sometimes inconsistency is necessary within a transmedia narrative. Paradoxically, inconsistencies should be consistent so that when there is a response to a user action, it is consistent with what has happened before. For example, if two different icons are used to jump to a particular page within the transmedia narrative, the way the system handles the jump should be consistent.

    Responsiveness

    Making the “rules” of a system visible and encouraging users to learn and change them can increase the responsiveness of a transmedia narrative to users’ individual needs, wants, and ways to doing things. The system should offer a “path of least resistance” rather than forcing users to take a single path through the system (Tognazzini, n.d.). Tognazzini uses the analogy of an open landscape, in which users can move as they want, providing an opportunity to explore for those who want to do so while creating and marking a more direct path for users who want to get to an objective quickly or who are new to the system (Tognazzini, n.d.).

    The transmedia narrative’s design should be forgiving of user actions and errors. A responsive design also gives users a graceful way to undo an action or back out of the path that was selected. It is frustrating to click on a link, only to find it takes you to a place you didn’t want to go. Even more frustrating is not being able to go back to where you were.

    Malleability

    A system with a high level of malleability can mold itself to suit the users, allowing them to modify the environment to suit their individual aesthetics, skills, and needs. The concept of malleability is closely related to responsiveness. Malleability can be as simple as allowing the user to change the color scheme and font styles of a website to giving users the ability to select the kind of content they want shown via RSS feeds, customized search queries, and so on.

    Inclusiveness

    An inclusive system welcomes users in and makes them feel like they are a part of a community of familiar and friendly activities and individuals. The concept of inclusiveness is closely linked to both responsiveness and malleability. The inclusiveness of a transmedia narrative can be accomplished by adding relatively simple features that recognize and respond to the individual characteristics of the user (i.e. geographic location, age, gender, specific interests, etc.). More complex features like user access to social networking systems linked to the transmedia narrative can also be included. Facebook, for example, provides templates and online instructions on how to create fan pages. 

    These capabilities must be used carefully however as they can have a huge impact on the overall design of the transmedia narrative. (The section in this thesis on user agency discusses the issues involved in this more thoroughly.)

    Purpose

    The transmedia narrative should be able to respond to the purpose users have in mind and encouraging them to go beyond it. For example, the transmedia narrative system might recognize that the user’s purpose for using the system is entertainment but encourages the user to delve more deeply into a particular aspect of the narrative for the purpose of learning something that can be applied in the user’s everyday life.

    Engagement

    A transmedia narrative that fosters a sense of engagement gives the user a feeling of being invited not just to look, but to participate in the process of experiencing the narrative. The challenge of fostering user engagement is the subject of this entire section of this thesis.

    Ownership

    Fostering a sense of ownership can give users a sense of belonging and having an investment of time, effort, or money in the transmedia narrative. A sense of ownership can be developed by enabling users to create something within the storyworld of the narrative. Social networking applications (e.g. Facebook, Twitter, blogs, wikis, etc.) linked to the transmedia narrative can provide that sense of ownership.

    Panoramic

    A panoramic system provides “windows” or “apertures” through which a user can take a wider or more panoramic view of what is happening both inside and outside of the narrative. This panoramic perspective encourages the acquisition of “boundary knowledge” and allows users to act more effectively and competently by providing them with an understanding of the wider context of the narrative. This principle is related to the principle of transcendence.

    Transcendent

    A system that is transcendent encourages, entices, or provokes users to transcend the immediate requirements of the narrative and gain a broader understanding of the narrative’s meaning. One of the inherent strengths of the concept of transmedia narratives is giving users the ability to expand their knowledge of characters, settings, and events beyond the primarily narrative. This inherent quality of transcendence in a transmedia narrative should be used to full advantage so the user has an opportunity to develop a broader understanding of the narrative’s meaning.

    Saturday, January 28, 2012

    Engagement, Interaction & Narrative Design for Transmedia Storytelling (PowerPoint Presentation)

    I've uploaded a brief (20 slide) PowerPoint presentation that provides a quick overview to processes for engagement, interaction and narrative design for transmedia narratives.


    Friday, January 27, 2012

    Storyworld Level Design Tasks - User Control of Characters & Role in Narrative


    User Control of Characters 
     
    While it may be tempting to design a transmedia narrative so that users can play the role of a major character, research has shown that the audience response to that approach is generally negative. A study of the British television series Spooks and its associated transmedia gaming elements found that fans of the series did not want to step into the roles of the fictional characters seen on television (Evans, 2008).

    Dena also notes that allowing game players take the roles of a limited number of major characters in a narrative is impractical if a multi-player role-playing game is part of the storyworld (Dena, 2009, pp. 208-209). A better strategy is to create classes of characters that allow potential transmedia game players to role-play a member of a certain class of players (Dena, 2009, pp. 208-209). For example, players might take on the role of a hobbit or dwarf from Lord of the Rings or a “field agent” in a game based on the Spooks program.

    User Role in Narrative

    Determining whether the user’s role is internal (projected into the narrative through an avatar or first person perspective) or external (situated outside the narrative) will have a significant impact on the nature of the transmedia project. If an internal user role is selected, the user is projected into the narrative either in a first person perspective or through an avatar. If the external mode, the user is situated outside the narrative as an observer able to see everything that happens within the narrative – in effect, like a god looking in from above. The user role, when linked to the degree of user agency, determines the fundamental structure of the transmedia project.

    When the dimensions of user role and user agency are combined, four general categories for structuring transmedia narratives emerge (Ryan, Beyond Myth and Metaphor - The Case of Narrative in Digital Media, 2001) (see Table 1).


    Table 1. User role and user agency impact on narrative structure

    User Agency
    (Low)
    User Agency
    (High)
    User Role (External)
    Transmedia projects with low user agency and an external user role are best suited for self-referential narratives – narratives that expose their own structure to readers. Appropriate narratives for this type of structure include:
    • Classic hypertext fiction, in which the reader selects the path between chunks of the story to reveal information but the path taken does not affect the narrative’s outcome.
    Transmedia projects with high user agency and an external user role are best suited for game-like situations in which the user controls one or more characters and their environment.
    Decisions the user makes can send the characters towards different destinies.
    Examples of games with this type of structure include:
    • Sims
    User Role
    (Internal)
    Transmedia narratives with low user agency and an internal user role are best suited for narratives in which  the users takes a virtual body into the virtual world and is able to move, examine objects, view the action from different points of view, investigate, and  reconstruct events in the virtual world’s past. Appropriate narratives for this type of structure include:
    • Travel and exploration (spatial) narratives in which the user moves around the virtual world and creates the story.
    • Narratives of place that focus on the in-depth exploration of a specific location through a number of “little stories” that allow the user to discover the secrets of that virtual world.
    • Narratives focused on interpersonal relationship with the user seeing the story from the character’s points of view.
    • Narratives with parallel plots, typically resulting from a large cast of characters acting simultaneously in different locations and forcing the user to move from one place to the next in order to see every thread in the story.
    • Mystery stories with two levels of narrative – one based on the actions of the detective character, and the other story being the one the user is trying to reconstruct.
    Transmedia projects with high user agency and an internal user role are best suited for games in which the user is a character in the virtual world and controls his/her own fate by acting within the time and space of that virtual world. Examples of games like this are first-person “shooter” video games like:
    • Call to Duty
    • World of Warcraft

    Friday, January 20, 2012

    Storyworld Level Design Tasks - User Engagement

    The discussion of “interactivity” in transmedia narratives covers a broad range of concepts that can confuse as much as clarify the issues of transmedia narrative design. In order to clarify the different concepts associated with “interactivity” and their relation-ships to other elements of transmedia narratives, the terms “user engagement design” and “interaction design” are used in this thesis.

    The distinction between user engagement and interaction is based on the two differ-ent modes of cognitive work users engage in when using transmedia narratives (Finnemann, 1999):
    • Reading mode – viewing and processing the content of the narrative (user en-gagement)
    • Navigation mode – processing cues needed to physically navigate the narrative (interaction)
    Users employ different sets of cognitive capacities and demonstrate two different types of behavior when moving from navigation mode to reading mode and vice versa (Finnemann, 1999). The term “user engagement” is used to differentiate the mental and emotional component from physical interactivity like clicking buttons or selecting objects. In this thesis, user engagement refers to “interpretive interactivity” (Evans, 2008) and the process of meaning-making (Darley, 2000).

    The level of user engagement can be determined by determining how users interact with the transmedia narrative. There are five levels of engagement:
    • Attention – This is the lowest level of user engagement. The user reads or watches content from the transmedia narrative but takes no further action and has not made a commitment to continued engagement with it.
    • Evaluation – The user’s level of engagement has increased and there is a defi-nite interest in the transmedia narrative. The user is deciding whether to make a commitment to continue engaging with the transmedia narrative, including using resources (e.g. time, money, effort) to further that engagement.
    • Affection – The user has made a commitment to spend time, money, effort, and other resources to continue engaging with the transmedia narrative. En-gagement includes commenting, writing reviews, joining a community (but maybe only lurking), and posting Facebook and other “likes”.
    • Advocacy – The user’s commitment to the transmedia narrative goes beyond individual participation. The user encourages others to engage with the narra-tive through online forwards of information, embedding content, and in satis-faction polls and questionnaires.
    • Contribution – This is the highest level of engagement by a user. The user’s engagement includes making contributions to the narrative’s fan forums, events, and other activities or adding to the narrative’s storyworld through re-mixes, collaborations, or creation of entirely new stories.
    As the level of user engagement increases, more sophisticated social media capabilities need to be included in the transmedia narrative’s infrastructure. Providing a user with the ability to show affection for the transmedia narrative by “liking” it requires a small addition to the infrastructure. On the other hand, enabling user contributions will require not just blogging, wiki, and similar capabilities, but the resources to monitor and respond appropriately to user contributions.
    Some of your audience will engage with all of the elements across media, contribute to it, and advocate it. There is a common rule in interactive projects, and the same applies to transmedia projects: the smallest percentage of your audience/players are the most active (and often skilled); the middle percentage engage with less content but are nevertheless a larger audience size; while the largest audience size engages with the least amount of content (in the trans-media context this sometimes translates to one medium or artform only), and is often passive. Where possible and appropriate, design for these different levels of engagement and create opportunities for your audience/players to move between them. (Dena, The Process of Creating Quality Transmedia Experiences, 2011)

    Friday, January 13, 2012

    Storyworld Level Design Tasks - Significant Objects

    Significant objects are the second type of existents (Ryan, Storyworlds Across Media, 2011). To qualify as a plot-significant object, an object must have a substantial impact on the story’s plot. The One Ring in The Lord of the Rings trilogy is an example of a significant object. Without the ring, the plot would be entirely different. The Holy Grail is another significant object and has been used in many grail quest stories. Money, treasure, a submarine, and atomic bombs are among the significant objects that have driven the plots of a wide variety of stories.

    A character-significant object has meaning to a character. It may satisfy an emotional, religious, or other need for the character.
    Character-significant objects do not need to change the course of the plot, but they do need to be described in enough detail that the reader understands their value or importance to the character. (Rosenfeld, 2008, p. 48)
    A significant object has a set of physical characteristics and has value – monetary, symbolic, or as a source of power – to the characters in the story. In many stories, the significant object has an extensive history. The One Ring in The Lord of the Rings, for example, was forged “in the year 1600 of the Second Age to gain power over other rings held by the leaders of Men, Elves and Dwarves” (Wikipedia, 2011) and has a history that spans more than 4500 years of The Lord of the Rings storyworld time. In the movie The Hunt for Red October the significant object is the Soviet Union’s newest and most powerful submarine. In the novel and movie The Da Vinci Code the significant object is both an object and, in an interesting plot twist, a person. In each case, the significant object has a back-story that is directly relevant to the story’s plot and/or one of its characters.

    This back-story can provide an opportunity to develop one or more transmedia narrative extensions that delve more deeply in the significant object. These extensions can be relatively simple works that are the equivalent of an article in an encyclopedia or as complex as a narrative with the significant object at the center of a previous or subsequent story. The history of the One Ring in The Lord of the Rings has it come into the possession of several characters, only to be lost again. Each of those situations could be expanded into a separate story with the One Ring at the center of it.

    Similarly, the submarine in Hunt for Red October could be the significant object at the center of a sequel in which it is used, perhaps, to penetrate Soviet territory on an ultra-secret, highly dangerous mission.

    Wednesday, January 11, 2012

    Storyworld Level Design Tasks - Characters

    One category of existents is the characters (Ryan, Storyworlds Across Media, 2011) – human or otherwise – which are sentient beings with the ability to feel, perceive, or to have subjective experiences. In science fiction and fantasy non-human characters described as "sentient" typically have similar abilities, qualities and rights as human beings.

    The true nature of a character is “revealed in the choices [made] under pressure – the greater the pressure, the deeper the revelation, the truer the choice to the character’s essential nature” (McKee, 1997, p. 101).

    “Pressure is essential. Choices made when nothing is at risk mean little. If a character chooses to tell the truth in a situation where telling a lie would gain him nothing, the choice is trivial, the moment expresses nothing. But if the same character insists on telling the truth when a lie would save his life, then we sense that honesty is at the core of his nature.” (McKee, 1997, p. 101)

    A character’s motivations, values, desires, and fears may change as the story progresses. This process of change is exemplified by the “hero’s journey” that a protagonist undertakes in an epic narrative.

    Exploring the roots of a character’s desires and fears provides opportunities to use a different medium to flashback to a particular time and situation that resulted in a specific desire or fear. These could be short vignettes that provide depth to a character while allowing the overall process of the protagonist’s change to continue.

    The use of archetypal characters can help an audience quickly move into a story. If the protagonist and antagonist in a story are broad archetypes they are immediately recognizable (Jenkins, 2006, p. 120).

    Archetypes are found in the themes of myths (e.g. death and rebirth), characters in literature (e.g. hero and villain), and imagery in dreams (e.g. eyes and teeth). They are believed to be the product of unconscious biases and dispositions that have been ‘hardwired’ into the brain over the course of human evolution. (Lidwell, Holden, & Butler, 2010, p. 28)

    The Matrix used character archetypes from a variety of sources to help the audience quickly understand the story. This use of archetypal characters is particularly important in games where there is little time for exposition before users “grab the controller and try to navigate the world” (Jenkins, 2006, p. 120). From an information design perspective, “identifying and aligning appropriate archetypes with a design will increase the probability of success” (Lidwell, Holden, & Butler, 2010, p. 28).
    Consider archetypal themes and forms in all aspects of a design – from form and function to name and brand. Since archetypes influence perception on an unconscious and primarily affective level, they are especially useful when traditional modes of communication (e.g. language) cannot be used. (Lidwell, Holden, & Butler, 2010, p. 28)
    Engaging the audience on the unconscious and affective level can increase the incentive to migrate to another platform or medium in a transmedia narrative. An audience that is emotionally engaged with a character or set of characters is more likely to cross media in order to follow what is happening. Archetypes also reduce the friction associated with audience migration by making it easier to quickly recognize the characters on the new platform or medium. The list of possible character archetypes is long and varied. For example, the website Listology has 140 archetypes listed (Diaskeaus, 2006); 65 archetypes are listed on the TV Tropes site (TV Tropes, n.d.); and 47 archetypes are identified at the Unofficial White Wolf Wiki (White Wolf, n.d.). In 45 Master Characters: Mythic Models for Creating Original Characters, Schmidt identifies 45 archetypal characters and provides broad character descriptions for each.

    Monday, December 26, 2011

    Ontology: Transmedia Narrative Design

    One of the key aspects to understanding how to create transmedia narratives was developing an understanding of the many different elements that went into a transmedia narrative. Equally important was understanding the relationships between those elements. The result was an ontology.An ontology is a description of objects, entities, and concepts and the relationships that exist between them in a particular domain of knowledge. (Gruber, 1993).

    A challenge for the emerging field of transmedia narrative design is that concepts and terms may not be fully defined, may conflict with each other, or may simply not exist. The ontology developed here and in subsequent posts provides a framework for looking at transmedia narrative design. To my knowledge, this is the first attempt to fully document the "objects, entities, and concepts and the relationships that exist between them" for transmedia narrative design. As such, it should be seen as a starting point for discussion.


    This thesis develops an ontology for transmedia narrative design. Three key design phases (see Figure 21) have been identified as being critical to designing an effective story using a transmedia approach:

    • User Engagement Design: The user engagement design phase focuses on designing aspects of the transmedia narrative that primarily involve users’ engagement with and participation in the narrative.
    • Narrative Design: The narrative design phase focuses on the design of the story elements of the transmedia narrative.
    • Interaction Design: The interaction design phase focuses on how users physically interact with the interface and navigate through the transmedia narrative.

    While these three areas involve separate sets of skills and may involve different members of a large production team, they need to be well integrated if the overall transmedia narrative design is to work effectively.

    Source: Peter von Stackelberg
    Concept map of transmedia narrative design and linked user engagement, narrative, and interaction design

    Friday, December 23, 2011

    Transmedia Project Level Design Tasks - One Story vs. Multiple Stories

    Deciding whether a transmedia narrative involves a single story told using multiple media (intracompositional) or multiple stories told using multiple media (intercompositional) will shape the structure and focus of the narrative. The Matrix is a frequently cited example of an intercompositional transmedia narrative. Three films, several video games, a series of animated short films, and a number of comic books form The Matrix’s storyworld. Each of the works in this storyworld is a fully developed story or game that can stand on its own.

    Transmedia narratives like Must Love Robots and Animism: the Gods’ Lake are intercompositional transmedia narratives. In Must Love Robots, each element of the story contributes essential information that the user needs in order to fully understand the story. A single story is central to Animism: The Gods’ Lake and a variety of media, live events, and an alternate reality game provide additional information related to the primary story. Alternate reality games and stories structured using “narrative hubs” are closest to being “pure” intracompositional narratives.

    Stories that involve either a central character or a central mystery are well suited to an intracompositional narrative structure. Intercompositional narrative structures are better suited to a number of individual stories that set in the same story world and which may or may not be interconnected.