Monday, February 6, 2012

Storyworld Level Design Tasks - Storyworld Navigation

At the storyworld level the user can make a number of jumps that need to be considered because of their potential impact on the design of the call-to-action. A number of possible combinations of jumps at this level have been identified by Dena (Dena, 2007). The descriptions of these jumps have been modified slightly here:
  • Intra-world: The user moves between stories (sometimes called “event-Realms”) within a storyworld. The stories may be on the same or different mediums (i.e. the user watches a DVD with a feature length movie and then jumps to another DVD with the story’s sequel or alternately from a novel to a DVD). Intra-world jumps occur at the story level of the story ontology.
  • Inter-world: The user moves between stories in different storyworlds (i.e. the user watches a movie like Narnia that then goes to a movie or novel from the Lord of the Rings series). Inter-world jumps occur at the story level of the story ontology.
  • Extra-world to world: This type of jump moves the user between fictional websites and real-life websites (i.e. the user reads a web-based novel set in a particular location and then jumps to a real-world website to find more information about that setting).
  • Meta-world to world: This type of jump moves the user from a commentary about the storyworld to the storyworld itself (i.e. the user reads an online review about the storyworld and follows a link to it).
For information on the direction and timing of the jumps between units, see the interaction design tasks at the story level.

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

Storyworld Level Design Tasks - Preliminary Wireframes

Wireframes allow designers to create the structural elements of the transmedia narrative project’s interfaces. A wireframe typically lays out the position and function of major components on web pages, applications, game scenes, and printed materials. A wireframe is an early planning document and will often be the basis for more detailed “look and feel” mockups that will be done later.

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