Category Archives: Ch 0 Introduction

Disruptions of Transmission: Academic Publishing


Blog of Cambridge University mathematician Timothy Gowers who asks, "Why can't we just tell Elsevier that we no longer wish to publish with them?"

Academic life is characterized by the need to “publish or perish,” but some academics are calling for a boycott of a very prestigious publisher — another example of the disruptions caused by the switch from legacy to digital forms of information transmission.

Continue reading

Active Creation of Belief

Television producers are increasingly turning to interactive applications to encourage fans to become more immersed in a series’ storyworld through activities that provoke the active creation of belief.

HBO GO Game of Thrones Application

Active Creation of Belief is a  design term I first used in Hamlet on the Holodeck, to contrast with Coleridge’s classic term of “suspension of disbelief”  and to refute the notion that narrative pleasures are incompatible with interactivity.

Continue reading

Disruptions of Transmission: the Piracy Problem

In Chapter 1 of Inventing the Medium  I describe the 3 layers that make up any medium of communication: inscription, transmission, and representation
(see Glossary for definitions), and I noted that the new digital medium has introduced disruption at all three levels. Last week’s showdown over SOPA and PIPA, the proposed legislation that would have eliminated piracy by punishing any site that linked to illegal content, is a good example of problem in the transmission layer — and it offers us the opportunity to ask how a more mature medium would handle the situation. Continue reading

What is a Medium? Shared Focused Attention

This Friday I will be giving a keynote for the Media, Communication, and Cultural Studies Association of the UK (MeCCSA) exploring the question of what a medium is beyond the discussion in Inventing the Medium.  I will be talking about the four existing models of Media Theory, and about the new model I discuss in ITM and in an earlier article for Popular Communication, which is based on the work of Merlin Donald and Michael Tomasello.

This Hellenistic period terracotta of two women playing the ancient game of knucklebones – a form of dice –  (from an image on the British Museum website) is iconic for me of one way to think about what a medium is.

Continue reading

Interaction Design as a Cultural Practice

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

What is a Medium? Terror and Magic

The premise of Inventing the Medium  is that computation has created a new medium of representation.  How do we know when we have discovered a new medium? One answer might be that we know it by the combination of terror and delight that we experience as pioneering practitioners explore the new affordances for human expression.

For cinema there is mythic moment associated with the birth of film, the Lumière Brothers 1895 showing of a film about the everyday occurance of the arrival of a train.  

Continue reading

Transcending Transmedia Part 2

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

Transcending Transmedia Part 1

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.

Continue reading

Are Games a Medium?

The publication of Ian Bogost’s How to Do Things with Videogames has opened up the question of whether or not games are a medium in themselves or just a part of the larger medium of software systems (as one reviewer suggests) or as I would call it, the digital medium. Continue reading

The Onion on Steve Jobs’ Minimalism

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