Class 1: Design Tools
Last updated
Last updated
Spatial Narrative Action Spaces Proxemics
Who is my user group? Who are my stakeholders?
Why does my client want to have a VR/AR/MR experience? What the proposed purpose of the product? And, do we agree?
When will the product be used? What does this moment look like? Is it a casual moment? Does the moment occur repetitiously?
Where will the product be used? What kind of environment? What kind of feel does this environment have? Who are present? And who are not?
How is the product used? Does it need support? Is that available?
What are we going to make that is contributory to the clients needs and society as well?
- Integration: How are spatial territories defined and integrated? - Flow: What obstacles and openings are placed? - Choice: What choice do users have?
source: What architecture adds to building
further reading: - Narrative Theory - Periodic Table of Storytelling
Video: Character Building through movement
Who is my user group? Who are my stakeholders?
Why does my client want to have a VR/AR/MR experience? What the proposed purpose of the product? And, do we agree?
When will the product be used? What does this moment look like? Is it a casual moment? Does the moment occur repetitiously?
Where will the product be used? What kind of environment? What kind of feel does this environment have? Who are present? And who are not?
How is the product used? Does it need support? Is that available?
What are we going to make that is contributory to the clients needs and society as well?
Start with your message and goals (who, what, where, when, how, why)
Know special needs for special target groups
Create effective dialogues (emotional & expressive)
Syntax: Periodic Table of Storytelling -sequence & order, cause & effect, problem & solution, compare & contrast
Semantics: Plot - situation, empathy, intentions, character, dialogue, conflict, resolution, call-to-action
Pragmatics: Translate the plot to 360/VR - presence, point-of-view, 1st person, 3rd person
Marie – Laure Ryan lists 9 possible interactive narrative structures (see above):
The Complete graph structure,
The network structure,
The Tree structure,
The Vector with Side Branches,
The Maze structure,
The Directed Network, or Flow Chat,
The Hidden Story structure,
The Braided Plot,
Action Space, Epic Wandering and Story-World.
Breaking the fourth wall was common in Elizabethan theatre, specifically in Shakespeare's works. There is an unparalleled connection between audience and story in VR when a storyteller knows how to manage the medium. An almost visceral reaction can be evoked in audiences when a Director knows how to leverage Virtual Reality to tell his/her story. When Henry looks directly at us - in context- in the well made VR film of the same name, there is no denying the feeling of ‘presence’ the audience feels when viewing Henry in VR.
further reading: beginner's guide to user journey mapping