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Designing for attention
Transmedia’s New Narrative Practices Part 1
Siobhan O’Flynn, PhD
Interactive Storytelling c. 2001
Transmedia SG Singapore Media Academy
May 29, 2013
• David Trottier’s High Concept
• ‘what if?’ premise... core of pitch
• familiar... with a twist
• a great, original idea so you can see
‘movie’ in an instant
Power of Story
archetypal myth with a twist
High Concept today...
what’schanging?
Designing for
multiplescreens
• consider context of use
• design for many
• design for distinct affordances
WHICH IS FIRST SCREEN?
Web 2.0
• networked intelligence
• communities of interest
• sharing vs. commercial economies
• participatory media
Context is now
M2M & DIWO
social connectivity...
User-Defined Footer Text
User-Defined Footer Text
http://www.slideshare.net/wearesocialsg User-Defined Footer Text
Twilight Brazil
subway kiosk campaign
Case Study Vidieo: http://vimeo.com/2508720
Twilight Brazil
subway kiosk campaign
DEC. 2008
Aaron Kim image 2: http://bit.ly/7H6wUn
DIGITAL CAMPAIGN
RESULTS:
Over 4.5 million people reached by the
subway campaign in over a month.
One of the top 10 box-offices in 2008 in
Brazil.
Over 180,000 content downloads via
Bluetooth.
website, banners, and a strong community
created for the fans in Brazil.
• Transmedia experiences can lead
audiences across platforms
• Create new opportunities for
engagement & consumption
Context is now
SECOND Screen
Content is now
mobile
Or are we looking for good stories?
Attention Fragmentation?
http://www.youtube.com/watch?v=EJpSqeQbh4o
Digital Natives & the Myth of ADHD
Transmedia Stories
are those which ‘unfold across
multiple media platforms with
each new text making a
distinctive and valuable
contribution the whole.’
Henry Jenkins, Convergence
Culture 2006
Power of ...
multiple points of entry
‘Branded entertainment comes and
goes in a flash, but transmedia
storylines are timeless because they
are built on a foundation of classic
narrative structure.They’re good
stories.’
‘Transmedia bibles build on
archetypal patterns & identifying the
core theme & values of a story.
Jeff Gomez
TransmediastoryWorlds
multiple entry points lead to ...
traction of immersive storyworlds
• mythic story: the Dying & Rising God
• Osiris, Innana, Persephone, Jesus, Optimus Prime...
Stereotype?? why does it work?
Steve Peters, No Mimes Media
we know stories sell...2700% markup
define the following:
story to..
storybible...
•the story: everything that is
known...
•the key characters, the secondary
characters, & important backstory
•individual and societal conflicts,
•the social structure, beliefs,
ideologies
•snapshot of the world (its past,
present and future), & its
conflicts, stresses,
accomplishments, unusual
characteristics (physics,
magic,social order).
•create a detailed vision of a story
world
•identify the genre of your story
and its core themes (timeless),
then consider, is there an
archetypal story or myth that
your story comes close to?
•define the vision of present &
future of the story & storyworld
•what is your brand?
•decide whether your property will
be open-ended allowing for new
directions & properties? or will it
end?
how do you design for interactivity?
begin with understanding your audience &
think through user experience
< UX >
Storytelling changes when you add interactivity
Transmedia
• A STORY & A STORYWORLD
• TRANSMEDIA NOT CROSS-PLATFORM
• BLURS THE FOURTH WALL
• DIGITAL & PHYSICAL COMPONENTS
• PARTICIPATORY EXPERIENCES
• SCARCITY VS ABUNDANCE
• AUDIENCE DRIVEN NARRATIVE
• STORIES COMMUNICATED VIA UNEXPECTED
MEANS
• BUILT-IN GAME MECHANICS
people & human interaction
design for what people do...
& what you think they may do...
story in context
Theme/
core
Experience
Narrative / Story
concept to story
Key?
story in action = experience
Theme/
core
Experience
Narrative / Story
story to experience
Key?
Case Study Vidieo: http://vimeo.com/2508720
context... we expect interactivity
context... creating experiences...
design as invitation to engage...
live where your audience lives...
‘Kotex first looked through thousands of women’s
pinboards in search of 50 power users with a large
number of engaged followers on Pinterest who could be
future Kotex customers. They then studied the 50
women’s boards to get a better understanding of some of
the things they are passionate about. After the analysis,
they created custom gift boxes for each woman filled with
goodies they believed would resonate with them. I would
estimate they invested between $50 and $100 per gift
box.
The surprise gifts created the response Kotex had aimed
for in almost all 50 women. They chatted online about
Kotex and shared images and stories about their
customized and unexpected gifts on Pinterest, which then
further extended the campaign into a wider community.
When the case study video was posted on YouTube,
Kotex had 2,000 interactions between the 50 women and
their friends and almost 695,000 generated from the
campaign.’
M2M & DIWO
http://www.casestudiesonline.com/kotex50/
M2M & DIWO
The surprise gifts created the
response Kotex had aimed for in
almost all 50 women. They
chatted online about Kotex and
shared images and stories about
their customized and unexpected
gifts on Pinterest, which then
further extended the campaign
into a wider community.
When the case study video was
posted on YouTube, Kotex had
2,000 interactions between the
50 women and their friends and
almost 695,000 generated from
the campaign.
http://www.casestudiesonline.com/kotex50/
In interactive design,
people are your medium
Susan Gorbet UX Designer
Siobhan O’Flynn, PhD
NarrativeNow
TMCResourceKit.com
transmedia-101.com
sioflynn@gmail.com
@Sioflynn on Twitter
thank you

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Designing for Attention Transmedia Singapore Masterclass part 1

  • 1. Designing for attention Transmedia’s New Narrative Practices Part 1 Siobhan O’Flynn, PhD Interactive Storytelling c. 2001 Transmedia SG Singapore Media Academy May 29, 2013
  • 2. • David Trottier’s High Concept • ‘what if?’ premise... core of pitch • familiar... with a twist • a great, original idea so you can see ‘movie’ in an instant Power of Story
  • 6. Designing for multiplescreens • consider context of use • design for many • design for distinct affordances WHICH IS FIRST SCREEN?
  • 7. Web 2.0 • networked intelligence • communities of interest • sharing vs. commercial economies • participatory media Context is now M2M & DIWO social connectivity...
  • 8.
  • 12. Twilight Brazil subway kiosk campaign Case Study Vidieo: http://vimeo.com/2508720
  • 13. Twilight Brazil subway kiosk campaign DEC. 2008 Aaron Kim image 2: http://bit.ly/7H6wUn
  • 14. DIGITAL CAMPAIGN RESULTS: Over 4.5 million people reached by the subway campaign in over a month. One of the top 10 box-offices in 2008 in Brazil. Over 180,000 content downloads via Bluetooth. website, banners, and a strong community created for the fans in Brazil.
  • 15. • Transmedia experiences can lead audiences across platforms • Create new opportunities for engagement & consumption Context is now SECOND Screen
  • 17. Or are we looking for good stories? Attention Fragmentation?
  • 19. Transmedia Stories are those which ‘unfold across multiple media platforms with each new text making a distinctive and valuable contribution the whole.’ Henry Jenkins, Convergence Culture 2006 Power of ...
  • 21. ‘Branded entertainment comes and goes in a flash, but transmedia storylines are timeless because they are built on a foundation of classic narrative structure.They’re good stories.’ ‘Transmedia bibles build on archetypal patterns & identifying the core theme & values of a story. Jeff Gomez TransmediastoryWorlds multiple entry points lead to ...
  • 22. traction of immersive storyworlds
  • 23. • mythic story: the Dying & Rising God • Osiris, Innana, Persephone, Jesus, Optimus Prime... Stereotype?? why does it work? Steve Peters, No Mimes Media
  • 24. we know stories sell...2700% markup
  • 25. define the following: story to.. storybible... •the story: everything that is known... •the key characters, the secondary characters, & important backstory •individual and societal conflicts, •the social structure, beliefs, ideologies •snapshot of the world (its past, present and future), & its conflicts, stresses, accomplishments, unusual characteristics (physics, magic,social order). •create a detailed vision of a story world •identify the genre of your story and its core themes (timeless), then consider, is there an archetypal story or myth that your story comes close to? •define the vision of present & future of the story & storyworld •what is your brand? •decide whether your property will be open-ended allowing for new directions & properties? or will it end?
  • 26. how do you design for interactivity? begin with understanding your audience & think through user experience < UX > Storytelling changes when you add interactivity
  • 27. Transmedia • A STORY & A STORYWORLD • TRANSMEDIA NOT CROSS-PLATFORM • BLURS THE FOURTH WALL • DIGITAL & PHYSICAL COMPONENTS • PARTICIPATORY EXPERIENCES • SCARCITY VS ABUNDANCE • AUDIENCE DRIVEN NARRATIVE • STORIES COMMUNICATED VIA UNEXPECTED MEANS • BUILT-IN GAME MECHANICS
  • 28. people & human interaction
  • 29. design for what people do... & what you think they may do...
  • 30. story in context Theme/ core Experience Narrative / Story concept to story Key?
  • 31. story in action = experience Theme/ core Experience Narrative / Story story to experience Key? Case Study Vidieo: http://vimeo.com/2508720
  • 32. context... we expect interactivity
  • 34. design as invitation to engage...
  • 35. live where your audience lives...
  • 36. ‘Kotex first looked through thousands of women’s pinboards in search of 50 power users with a large number of engaged followers on Pinterest who could be future Kotex customers. They then studied the 50 women’s boards to get a better understanding of some of the things they are passionate about. After the analysis, they created custom gift boxes for each woman filled with goodies they believed would resonate with them. I would estimate they invested between $50 and $100 per gift box. The surprise gifts created the response Kotex had aimed for in almost all 50 women. They chatted online about Kotex and shared images and stories about their customized and unexpected gifts on Pinterest, which then further extended the campaign into a wider community. When the case study video was posted on YouTube, Kotex had 2,000 interactions between the 50 women and their friends and almost 695,000 generated from the campaign.’ M2M & DIWO http://www.casestudiesonline.com/kotex50/
  • 37. M2M & DIWO The surprise gifts created the response Kotex had aimed for in almost all 50 women. They chatted online about Kotex and shared images and stories about their customized and unexpected gifts on Pinterest, which then further extended the campaign into a wider community. When the case study video was posted on YouTube, Kotex had 2,000 interactions between the 50 women and their friends and almost 695,000 generated from the campaign. http://www.casestudiesonline.com/kotex50/
  • 38. In interactive design, people are your medium Susan Gorbet UX Designer