A popular and very useful textbook in Interaction Design defines the field with this diagram:
As I explain in the Introduction and especially in Chapter 2, Inventing the Medium is not meant to substitute for the body of knowledge mapped above but to complement and recontextualize it, by drawing on disciplinary methods and craft practices that are absent from the HCI/Interaction Design map of the design process.
Here is how I would express it, using the same diagram: Continue reading
In a previous post I described “transmedia storytelling” as an interim term for an additive strategy of creating a consistent fictional world across multiple legacy media platforms, like TV and videogames. I expressed an expectation that we will see a unified new genre of storytelling native to the new digital medium, as I described in a previous book.
The SyFy TV show Defiance will have an associated MMO set in a different city within the same storyworld.
What would this new participatory story genre look like? Some of its conventions are clear, based on the way people have wanted to connect with existing story worlds and multiplayer games: It will involve an internally consistent but puzzling fictional world, an authored but participatory plot, and an encyclopedically large cast built around a small number of iconic figures. Continue reading
Every week there is a new announcement of “How transmedia storytelling is changing TV” . This week it is parallel TV and web contests on Bravo’s Top Chef.
Entertainment is a risky business, so anything that makes money or attracts attention becomes the basis of the next pitch and the next big investment. After the success of Lost in spreading fan involvement from the TV screen to the web in the form of intense plot speculation, map-making, webisodes, and games, “transmedia storytelling” — whose properties have been brilliantly observed by my old friend and colleague Henry Jenkins of USC — became the goal of many producers. I agree with Henry that the creation of a consistent story world with participatory elements that takes viewers deeper into the fictional universe is a phenomenon that is very much worth taking note of. But I am also impatient with the concept, because I don’t expect “transmedia” anything to be around very long.
In my previous post I discussed what was admirable about Steve Jobs as a designer, and ITM includes many examples of innovative design from Apple. But the Apple emphasis on minimalism could also get in the way of good design, so it is sometimes useful for offering good examples of bad design. Continue reading
In the Preface to Inventing the Medium, I write about the limitations of asking users what they want since people “often cannot think past the familiar conventions of existing devices and applications.” A similar theme emerged from the many admiring reminiscences that followed Steve Jobs’ death this month. From the New York Times obituary : When asked what market research went into the iPad, Mr. Jobs replied: “None. It’s not the consumers’ job to know what they want.” Continue reading