class: center, middle
- Brian Chirls
- NYC, US
- Knight Technolgy Fellow @ POV Digital
- Does code, understands stories
- Likes audiences, tolerates creators
- Web everything (almost)
- Orient the audience
- Shorthand
- Show, don't tell (where possible)
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Show, don't tell:
- ways to connect emotionally, not just intellectually
- allows us to skip the explanation.
- don't have to say, "okay, this scene is at a different place now"
- also shouldn't have to say, "click here to make stuff happen"
- takes time for users
- presentation vs. representation?
- Montage
- Establishing shots
- 180 degree rule
- Exegetic vs. diagetic sound
- Traditional story structure
- Not TV on the web
- see: early days of film
- see: web graphic design c. 1995
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Some trends starting to show up, but are they good?
- Is it well researched or the first option?
- Shortcut vs. shorthand
- Relying on originality?
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- How important to the experience is the originality of the technique?
class: center, middle
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examples of trends
Citizen Kane
- Rosebud
- nobody hears him say it
- huge flaw
- still an amazing film
- "Fear of Missing Out"
- back and forth between multiple simultaneous views
- keyboard or mouse to switch
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- Empire Interactive
- Honda Ad
- Essential to the story
- Two paths are almost identical, so you don't really miss anything
- Are people really gonna go through it multiple times to catch everything?
- Needs to be a good enough experience the first time through
- Interactive bits pop up while video is playing
- images
- wall of text
- maps
- more video
- Interrupts flow, distracting
- Too many things to see at once
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- You would never compose a frame of film this way
- Nor would you edit a film sequence this way
- alternate between
- Good overview of available options
- Is location relevant to story?
- Does it give a sense of how to proceed?
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Will come back to this one
- Twitter. ugh.
- Is it relevant or are you just trying to prove it's live?
- What happens when the data stops coming?
class: center, middle
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Reference other types of experience
- Video games
- Traditional Films
- Theme Parks
- Museums
Always keep context in mind
ask who plays video games?
- Location: home? office? mobile? theater? installation?
- Equipment: browser (many tabs)? VR Headset?
- Time and attention span
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Adapt complexity and length to likely scenario DO NOT assume dedicated attention
class: center, middle
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Sleep No More vs. Fuerza Bruta
- also in VR
- "movie" vs museum
- theme park: dark ride, followed by wandering around (gift shop)
class: center, middle
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Video games
- start out with one crappy weapon
- build up over time
- earn each new ability
- integrated into story
class: center, middle
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- which direction to start? getting lost up-front
- start with narrow space, one direction
- space can curve, hide next step around corners
- widen space, narrow side-paths to explore
- allow back-tracking later on
- broaden to 2-D space when at least the 3rd "location" has been visited
- add side missions, but introduce them as part of main story
- What not to do?
- Creation/Construction process
- How far can we push it?