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Page 1: “KNOWLEDGE IN MOTION” · 10/1/2015  · Page 2 of 12 MARCH 29, 2017 KNOWLEDGE IN MOTION The application of visual motion graphics to the problems of information overload, knowledge

www.squiglit.com

“KNOWLEDGEIN MOTION”

RESEARCH AND APPROACHES OF SCRIBOLOGY, THE METHOD

POWERING SQUIGL WRITTEN BY JOHN PARSONS

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KNOWLEDGE IN MOTIONThe application of visual motion graphics to the problems of information overload, knowledge transfer, and increased understanding in communications

By John Parsons

Modern business is dependent on—and simultaneously hampered by—an unprecedented volume of raw data. A recent paper on information overload by the University of Rostok1 found that this flood of information, however essential, has negatively affected enterprises as well as individuals. Problems associated with information overload include “psychological stress, mistakes in decision making or disregarding of relevant information,” which are potentially fatal to any undertaking. The paper noted that solutions could include “technologies or organization-al structures, which help to filter incoming information or help people to identify interesting information.” However, the authors also noted the absence of a clear or comprehensive way to do this. A 2016 literature review on the relationship between IT and information overload concluded that the subject was “under-researched.”2

The purpose of this paper is to discuss how new ways of communication—specifically a neuro-logically sound technology approach to contextual motion graphics, or Scribology—can over-come these conditions, and improve the transfer of knowledge and understanding

Flawed Approaches to the Problem

As early as 1985, researchers maintained that computer-mediated communication systems could be structured to avoid information overload.3

The authors cautioned that such structure should be imposed by individuals and groups, based on their needs and abilities, rather than through software features. Since then, however, technology-based solutions to this problem have often ignored the ways humans communicate, and focus instead on ever more sophisticated ways of organizing, linking, and managing linear, text-based information.

A quick overview of popular communication, business, and learning/training systems confirms a text-centric bias. Microsoft Office applications and various Web authoring

1. Melinat, Peter, Tolja Kreuzkam, and Dirk Stamer. “Information Overload: A Systematic Literature Review.” Perspectives in Business Informatics Research (2014): 72–86. doi:10.1007/978-3-319-11370-8_6.

2. Sobotta, Nikolai. “A Systematic Literature Review on the Relation of Information Technology and Information Overload.” 2016 49th Hawaii International Conference on System Sciences (HICSS) (January 2016). doi:10.1109/hicss.2016.111.

3. Hiltz, Starr R., and Murray Turoff. “Structuring Computer-Mediated Communication Systems to Avoid Information Overload.” Communica-tions of the ACM 28, no. 7 (July 1, 1985): 680–689. doi:10.1145/3894.3895.

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tools, Content Management Systems (CMS), training portals, and Learning Management Systems (LMS) each make significant accommodations for visual elements. However, they all rely on text as the primary carrier of information. Even instructional or marketing video—the ultimate visual medium—is typically tied to text with titles, audio narration, and closed captions or searchable transcripts.

There are reasons for this. It would be impossible to transform all communication into nonverbal media. This is because spoken and written words are an historic foundation of world culture. Our technology has followed a text model because it is logical to do so. It’s also easier to adapt computer models to a finite number of alphanumeric characters—as opposed to the infinite variables of a visual medium.

Non-western, pictographic languages such as written Chinese may provide some insights. Unlike Indo-European languages—typified by a limited alphabet—Chinese retained a glyph structure, building meaning from complex combinations of symbols. While a wholesale switch from Latin-style alphabets to pictographic language is not the goal of this paper, there is much to be gained from adopting elements of a pictographic approach to communication.

Defining the Need

The real problem is one of scale. Although words are foundational to communication, the volume of data has simply become too large to effectively convey all the high-priority knowl-edge we need in words alone. Therefore, a new medium—augmenting but not replacing text—must be implemented, in a cost-effective manner, to meet that need. For the purposes of this paper, we will focus on four primary areas of communication for businesses and organizations. (This list is by no means exclusive.)

S P E A K E R

M a r k e t i n g a n d P r o m o t i o n

B r a n d a n d p r o d u c t l e a d e r s / i n fl u e n c e r s

C H A L L E N G E : I m p l e m e n t a c o s t - e ff e c t i v e c o m m u n i c a t i o n m e d i u m � t o f a c i l i t a t e k n o w l e d g e t r a n s f e r w i t h o u t u n d u e r e l i a n c e o n t e x t - b a s e d m e d i a .

C o m p a n y l e a d e r s a n d H R p r o f e s s i o n a l s

P r o f e s s i o n a l t r a i n e r s , s u b j e c t m a t t e r e x p e r t s ,

a n d t e a m l e a d e r s

P r o f e s s i o n a l e d u c a t o r s a n d s u b j e c t m a t t e r

e x p e r t s

M e m b e r s o f t h e p u b l i c — i n c l u d i n g t h o s e w i t h n e e d s t h a t c a n b e

m e t w i t h a s p e c i fi c p r o d u c t o r s e r v i c e

I n d i v i d u a l s a n d t e a m s w h o n e e d t o c o m p l y w i t h p o l i c i e s a n d p r o c e d u r e s

I n d i v i d u a l s a n d t e a m s w h o n e e d t o i m p r o v e

t h e i r p e r f o r m a n c e

I n d i v i d u a l s s e e k i n g n e w k n o w l e d g e o r e x p e r -

t i s e — t o a d v a n c e t h e i r c a r e e r o r d i s c o v e r a n e w

o n e

I n c r e a s e d c o m p e t i t i o n f o r l i m i t e d a t t e n t i o n

R a p i d l y c h a n g i n g a n d e x p a n d i n g p o l i c i e s a n d

p r o c e d u r e s

I n e ff e c t i v e t e x t - c e n t r i c t r a i n i n g A N D h i g h c o s t

o f i n - p e r s o n t r a i n i n g

C o s t l y a n d c u m b e r s o m e l e a r n i n g s y s t e m s A N D

h i g h c o s t o f c l a s s r o o m l e a r n i n g

I n t e r n a lC o m m u n i c a t i o n

S k i l l s T r a i n i n g

A c a d e m i cL e a r n i n g

A U D I E N C E E X T E R N A L F A C T O R

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If knowledge transfer continues to rely on linear, text-based information—however well orga-nized—then the intended recipients (customers, fellow team members, trainees, and students) will fail to learn effectively, and will continue to make poor decisions. As frustration increases, they may become more distracted and less productive. Thus, institutions and companies will become less competitive in an information-driven economy.

Previous attempts to measure changes in company performance resulting from technology investment have focused mainly on improvements in data quality, not on the effectiveness of a communication medium. However, it is reasonable to assume that increased investment in less effective communication media will not resolve the overall problems of information overload.

Comparing Verbal and Visual Communication

It is generally agreed that nonverbal communication is important—although attempts to com-pare verbal and nonverbal techniques are controversial. UCLA Professor Albert Mehrabian’s research concluded that, when communicating about feelings or attitudes, 7% of the response was attributable to the words spoken, while 38% was attributable to the tone of voice, and 55% to body language. However, this “7%-38%-55% rule” has been conflated erroneously—even in academic papers—to say “that 93% of human communication takes place non-verbally.” Similar-ly, apocryphal research by 3M Corporation is often used to support the claim (since debunked) that the human brain processes visual elements 60,000 times faster than written texts. However, the fact remains that humans process text and images differently.

Word recognition is an acquired skill. It requires mental processing to connect a spoken or written symbol to a mental abstraction or reference, and turn connect that abstraction with an object or referent. Each word is processed relatively quickly—between 70 and 240 thousandths of a second, according to a 2006 study—with whole sentences and paragraphs processed cumulatively, according to each reader’s or listener’s capacity.

4. Rai, Arun, Ravi Patnayakuni, and Nainika Patnayakuni. “Technology Investment and Business Performance.” Communications of the ACM 40, no. 7 (July 1, 1997): 89–97. doi:10.1145/256175.256191.

5. Mehrabian, Albert. Nonverbal Communication. Transaction Publishers, 1972. Print.

6. Jibril, Tanimu Ahmed, and Mardziah Hayati Abdullah. “Relevance of Emoticons in Computer-Mediated Communication Contexts: An Overview.” Asian Social Science 9, no. 4 (March 28, 2013). doi:10.5539/ass.v9n4p201.

7.Schwabish, Jonathan. “The 60,000 Fallacy.” PolicyViz. N.p., 01 July 2016. Web. <http://bit.ly/2eLr9Gn>.

8. Chase, Stuart. The Tyranny of Words. New York: Harcourt, Brace & World, 1939. Print.

9. Hauk, O., M.H. Davis, M. Ford, F. Pulvermüller, and W.D. Marslen-Wilson. “The Time Course of Visual Word Recognition as Revealed by Linear Regression Analysis of ERP Data.” NeuroImage 30, no. 4 (May 2006): 1383–1400. doi:10.1016/j.neuroimage.2005.11.048.

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On the other hand, images are processed differently and, according to MIT neuroscientists, more quickly. In the 2013 study, the minimum viewing time needed for visual comprehension, using rapid serial visual presentation (RSVP) of a series of pictures, was between 13 and 80 thousandths of a second per picture. Not all images are the same, of course. There are studies indicating that images of human faces are processed differently than other images. However, the data suggest that, in general, we can process nonverbal images approximately 15-30 times faster (but not “60,000 times faster”) than we can process text. So, to address the issues of information overload and knowledge transfer, the right questions are:

A. What types of nonverbal images or objects can conveyimportant information more effectively than words alone?

B. How can these be created and delivered in a cost-effective manner?

Static Visual Elements

Psychologist Susan Weinschenk has written extensively on human perception and behav-ior—and their implications for visual design. Drawing on a wide array of research, her findings answer many of the “why” questions surrounding our response to visual design, particularly on websites and other human interfaces to computer-controlled information. Similarly, Yale Profes-sor Emeritus Edward Tufte has written several foundational works on visual reasoning, focusing largely on statistical graphics. Both authors emphasize the idea of visual literacy as a means of conveying complex information in ways that are more easily understood and used as the basis for decisions.

This paper cannot delve too deeply into iconography, the study and interpretation of visual images or symbols, which is mainly used in the realm of fine art. However, the works of Panofsky and others indicate that there are in fact configurations of line and color—representing natural objects and expressive events—that carry meaning apart from words.

1 0 . P o t t e r , M a r y C . , B r a d W y b l e , C a r l E r i c k H a g m a n n , a n d E m i l y S . M c C o u r t . “ D e t e c t i n g M e a n i n g i n R S V P a t 1 3 M s P e r P i c t u r e . ” A t t e n t i o n , P e r c e p t i o n , & P s y c h o p h y s i c s 7 6 , n o . 2 ( D e c e m b e r 2 8 , 2 0 1 3 ) : 2 7 0 – 2 7 9 . d o i : 1 0 . 3 7 5 8 / s 1 3 4 1 4 - 0 1 3 - 0 6 0 5 - z .

1 1 . K a n w i s h e r , N . , a n d G . Y o v e l . “ T h e F u s i f o r m F a c e A r e a : a C o r t i c a l R e g i o n S p e c i a l i z e d f o r t h e P e r c e p t i o n o f F a c e s . ” P h i l o s o p h i c a l T r a n s a c t i o n s o f t h e R o y a l S o c i e t y B : B i o l o g i c a l S c i e n c e s 3 6 1 , n o . 1 4 7 6 ( D e c e m b e r 2 9 , 2 0 0 6 ) : 2 1 0 9 – 2 1 2 8 . d o i : 1 0 . 1 0 9 8 / r s t b . 2 0 0 6 . 1 9 3 4 .

1 2 . P o t t e r , o p . c i t .

1 3 . W e i n s c h e n k , S u s a n M , P h . D . 1 0 0 T h i n g s E v e r y D e s i g n e r N e e d s t o K n o w A b o u t P e o p l e . B e r k e l e y : N e w R i d e r s ( P e a c h p i t / P e a r s o n E d u c a t i o n ) , 2 0 1 1 . P r i n t .

1 4 . T u f t e , E d w a r d R . T h e V i s u a l D i s p l a y o f Q u a n t i t a t i v e I n f o r m a t i o n . C h e s h i r e , C T : G r a p h i c s P r e s s , 1 9 8 3 . P r i n t .

1 5 . P a n o f s k y , E d w i n . H u m a n i s t i c T h e m e s i n t h e A r t o f t h e R e n a i s s a n c e . O x f o r d U n i v e r s i t y P r e s s : 1 9 3 9 . P r i n t .

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The use of well-designed but non-moving graphics is well established as a means of effective communication. This is especially true when large sets of data are involved. According to Tufte, “Visual displays rich with data are not only an appropriate and proper complement to human capabilities, but also such designs are frequently optimal. If the visual task is contrast, compari-son, and choice—as so often it is—then the more relevant information within eyespan, the better.”

The use of static visuals—and the cost of creating them—was a straightforward calculation when learning media were restricted to print. (Even in digital media, static graphics are a relatively simple matter of pixel placement.) However, with the emergence of digital media, visual elements no longer had to remain static. This created a whole new set of practical and economic variables, which have not yet been resolved.

Motion Graphic Basics

Motion graphics for digital media are constructed from a sequence of encoded key frames. Like their counterparts in the analog film world, digital key frames each display an individual image or visual state at a given moment in time. Displayed consecutively, and at a sufficiently fast rate of change, they create the illusion of motion. The results can be video of an actual event, an animated visual effect, or a combination of both. (The complexity and cost of motion graphics will be discussed below.)

Most marketers, HR professionals, trainers, and educators intuitively believe that motion graph-ics in general—and video in particular—are conducive to effective communication. However, before proposing new or better ways to deliver such content, it is wise to establish that motion graphics do in fact convey knowledge effectively.

There is no shortage of academic literature exploring this, although the type, quality, and espe-cially the cost of animation are important caveats. A 2002 paper cautioned that animations may be ineffective because they violate the principles of good graphics. “Animations are often too complex or too fast to be accurately perceived,” the authors concluded. “Moreover, many contin-uous events are conceived of as sequences of discrete steps. Judicious use of interactivity may overcome both these disadvantages.” They noted that animations may be more effective than comparable static graphics in situations other than conveying complex systems.

1 6 . O S H A O ffi c e o f T r a i n i n g a n d E d u c a t i o n . “ P r e s e n t i n g E ff e c t i v e P r e s e n t a t i o n s w i t h V i s u a l A i d s . ” U n i t e d S t a t e s D e p a r t m e n t o f L a b o r . 1 3 M a y 2 0 0 8 . W e b . < h t t p : / / w w w . r u f w o r k . c o m / 1 1 0 / m a t s / o s h a V i s u a l A i d s . h t m l >

1 7 . T u f t e , E d w a r d R . E n v i s i o n i n g I n f o r m a t i o n . C h e s h i r e , C T : G r a p h i c s P r e s s , 1 9 9 0 . P r i n t .

1 8 . T v e r s k y , B a r b a r a , J u l i e B a u e r M o r r i s o n , a n d M i r e i l l e B e t r a n c o u r t . “ A n i m a t i o n : C a n I t F a c i l i t a t e ? ” I n t e r n a t i o n a l J o u r n a l o f H u m a n - C o m p u t e r S t u d i e s 5 7 , n o . 4 ( O c t o b e r 2 0 0 2 ) : 2 4 7 – 2 6 2 . d o i : 1 0 . 1 0 0 6 / i -j h c . 2 0 0 2 . 1 0 1 7 .

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A 2007 study found a strong correlation between the use of animation (versus static images) and learning outcome, particularly when the animation was representational rather than decoration-al, when it was highly realistic (e.g., video-based), and/or when procedural-motor knowledge is to be acquired. In certain subjects, animation is an especially effective tool, according to a 2015 study on Classical Control Theory (CCT) instructional programs for engineers. The writers found that “[a]nimation is an efficient didactic tool for explaining theoretical definitions, underlying methodologies involved in diagrams construction and computational procedures.”

A much earlier study found that “students given animated presentations of lesson content outperformed students receiving static presentations, but only when the animated lesson frames were presented in groups, or ‘chunks,’ of textual and visual sequences.”

Many studies also caution against over-generalization of the effectiveness of motion graphics. Some of these question the degree of correlation, or point out (correctly) that the research is still preliminary. A 2004 study lamented that “for both static and animated graphics, the research is fragmented and sporadic.” The authors recommended that future research incorporate human cognitive architecture, memory models, and other disciplines. “There is much that we do not know about how to design effective visual representations,” the authors concluded.

Complexity and Cost Factors

No matter how effective motion graphics may be, researchers seem to agree that cost is a major consideration. Although simple in concept, digital motion graphics involve several complex factors. The first is technological change. A popular early platform for creating, encoding, and displaying digital key frames was Adobe Flash, a proprietary technology developed in the mid-1990s. As newer, more standards-based approaches to digital media emerged, Flash has declined in popularity, with an increasing

19. Höffler, T.N., Leutner, D., “Instructional animation versus static pictures: a meta-analysis”, Learning and Instruction, 17, 722-738, 2007. doi:10.1016/j.learninstruc.2007.09.013.

20. Weitz, Darío A. "Effectiveness of Animation as a Learning Strategy in a Classical Control Theory Introductory Course." World Journal Control Science and Engineering 3, no. 1 (2015): 8-12. doi:10.12691/wjcse-3-1-2.

21. Rieber, L.P. “Effects of visual grouping strategies of computer-animated presentations on selective attention in science.” Educational Technology Research and Development (1991) 39: 5. doi:10.1007/BF02296567

22. Anglin, G.J., H. Vaez, K.L. Cunningham. “Visual representations and learning: The role of static and animated graphics.” Handbook of research on educational communications and technology (2004), pp. 865-912.

23. Li, Zhu, Barbara L. Grabowski. “Web-Based Animation or Static Graphics: Is the Extra Cost of Animation Worth It?” Journal of Educational Multimedia and Hypermedia, Fall 2006.

24. Warren, Christina. “The Life, Death and Rebirth of Adobe Flash.” Mashable. 18 Apr. 2013. Web. 21 Dec. 2016.

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number of developers using HTML5 as the basis for creating and displaying motion graphics. This has meant disruptive change in the tools for creating and platforms for displaying such graphics. While the rate of such change may diminish over time, it is likely to create cost burdens in the short term.

Even without these changes, motion graphics pose several workflow problems. At present, high quality software animation tools tend to be very complex—requiring designers to work directly with digital key frames and transition effects, rather than just on drawing or directing move-ment. This means using a smaller pool of specialized operators to create content—at corre-spondingly longer production cycles and higher costs.

Another workflow issue involves file sizes and formats. Motion graphics are usually delivered as video files which—even compressed in MP4 format—are large and difficult to manage. They require adequate, well-managed storage and, importantly, a reliable content delivery infrastruc-ture—including network connections and a reasonably consistent base of devices, operating systems, and browsers. No matter how effective motion graphics are in conveying knowledge, they must be delivered successfully to the end user.

Some of these issues are being resolved by competent players in the video platform space, and by the recent transition from Flash to HTML5 video player technology. However, as with all transitions from older platforms and browsers, stability will take time. What will truly change the landscape, however, is not just a “settling down” of video delivery technology, but a better tool set for creating motion graphics that are connected to essential content keywords.

Scribology: A New Approach

As a practical response, based on much of the foregoing research, including Dr. Weinschenk’s work, technology professionals at TruScribe began to develop a disciplined approach to the “whiteboard video” medium. Although several companies already produce such video content, it was felt that a neurologically-sound, scientifically valid methodology would greatly enhance the communications potential of motion graphics as an alternative to text. In 2016, the discipline was designated—and trademarked—as Scribology.

Based on the assumption that humans can process nonverbal images (particularly moving ones) at least 15 times faster than text, and that knowledge retention is correspondingly greater with motion graphics, Scribology represents a continuing effort to create a common visual motion vocabulary. Although subject to variation and nuance, moving visual elements were assigned specific meaning, and the resulting whiteboard videos were subject to evaluation for their communication effectiveness.

25. “HTML5, A Vocabulary and Associated APIs for HTML and XHTML.” World Wide Web Consortium (W3C), 28 Oct. 2016. Web. 29 Oct. 2016.

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Originally, this discipline was used by artists and designers employed by TruScribe. However, beginning in Q2 2016, the company made its video creation platform accessible to the public, and started using a crowdsourcing model to establish a broader consensus when assigning meaning (keywords) to Scibology’s visual motion vocabulary. (This is explained in greater detail in the Product Overview and Roadmap section, below.)

Several neuroscience-based studies have validated the knowledge transfer efficacy of motion and motion graphics in general—and of Scribology in particular. In 2001, an investigation by the Psychonomic Society found that directing attention to external movement effects tends to enhance learning. Brand marketers have also begun to explore, via the principles of neurosci-ence, the emotional connection made possible through non-verbal means.

One study also found that “the full potential of animation and motion graphics in design sketch-ing is not only in its ability to investigate a product in itself, but rather to support the creation of an easy perceived narrative in which the proposed design stars as a main component.”

This general principle was affirmed—with particular reference to TruScribe techniques—in a 2013 Science & Society Forum report. In describing the value of illustrating science by video, the authors emphasized the importance of explaining complex, publicly funded research to the average person. “Scientists must become proactive in how they communicate their research to society. Animation provides this vehicle, and should be embraced as a powerful tool with which to engage the public and translate complex principles into easy to understand concepts.”

Although Scribology itself is a relatively new discipline, the principles behind it are not. As the following examples and product overview indicate, the economically viable use of nonverbal, animated imagery clearly has great potential for clearer, more engaging, and more efficient communication.

Use Case Examples

Early examples of Scribology’s impact can be seen in the use of TruScribe’s Video Production Services (VPS) group. For example, Volkswagen Group of America’s education

26. Wulf, Gabriele, and Wolfgang Prinz. “Directing Attention to Movement Effects Enhances Learning: A Review.” Psychonomic Bulletin & Review 8, no. 4 (December 2001): 648–660. doi:10.3758/bf03196201.

27. Karmarkar, Uma R. “Gleaning Marketing Insights from Brain Data.” Marketing Science Institute, 23 Mar. 2014.

28. Vistisen, Peter, and Søren Bolvig Poulsen. “Investigating User Experiences through Animation-based Sketching.” Motion Design Education Summit 2015, Dublin

29. Thon, Jonathan N., Alice C. Kitterman, and Joseph E. Italiano. “Animating Platelet Production Adds Physiological Context.” Trends in Molecular Medicine 19, no. 10 (Oct. 2013): 583–585. doi:10.1016/j.molmed.2013.07.010.

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COMPANY WHITEPAPER

group selected TruScribe—from among numerous other whiteboard video providers—largely because of its scientific approach. In line with the company’s “gamification” approach to staff training, the resulting video content resulted in increased employee engagement and retention, according to Sales Curriculum Designer Darrin Martin.

Another example use case, Baker Hughes, involved a global program for educating enrollees in an employee stock purchase incentive plan. Previously, the company had utilized traditional, text-in-tensive materials to educate thousands of employees, and invite them to enroll. However, when using these materials, the company discovered that participation rates were extremely low. Although the materials had been localized, some regions’ participation rate was below 1%. (In one case, it was zero.)

In 2014, Baker Hughes utilized TruScribe’s VPS group to create instructional video content, with localized voiceovers, for the educational program, utilizing Scribology principles. Overall enroll-ment in the first year increased by 11%. Measured engagement of the videos was high, with an initial page view count of over 6,600, and an average view duration of almost five minutes each. The new company program also received Global Equity Organization’s 2014 GEO Award for Best in Financial Education.

A third example involved Waste Management Inc., whose education program had previously been heavily reliant on traditional digital courseware, including static PowerPoint slides, Adobe Capti-vate modules, and occasional recorded video. After adopting Scribology-based motion video by the VPS group, the company noted increased employee interest in the curriculum, accompanied by a marked increase in learning engagement.

Product Overview and Roadmap

Until recently, Scribology has been practiced by designers within TruScribe’s VPS group. However, in May 2016, the company released TruScribe Suite, a SaaS platform for creating Scribology-com-pliant videos. The initial release focused mainly on creating and sequencing single “motion glyphs,” based on keyword association. However, the goal of the software platform is to eventually replicate all or most of the functionality currently employed by VPS group designers, according to TruScribe CEO Odeh Muhawesh.

What follows is a brief overview of the current SaaS software, and an abbreviated overview of planned development. (A more complete overview can be obtained under a non-disclosure agreement.)

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COMPANY WHITEPAPER

R e l e a s e

M a y 2 0 1 6 P r o o f o f C o n c e p t

J u n e 2 0 1 6 u p d a t e

I n d i v i d u a l s a n d t e a m s w h o n e e d t o i m p r o v e

t h e i r p e r f o r m a n c e

The initial, proof-of-concept release of TruScribe Suite focused on a core principle of Scribology: the association of animated motion glyphs with keywords. The software automatically selects keywords in a text transcript, based on a computer-gen-erated or recorded audio narration. The software associates each keyword with a motion glyph from a common library. Both keywords and glyphs may be edited, and the results exported as a video file.

The glyph library itself may be augmented by a separate iOS app, TruGlyph, which allows the user to draw each shape (cap-turing the stroke sequence as well as the final shape) and associate the glyph with a keyword. Each item in the public glyph library can be voted on by TruGlyph users and, over time, a crowdsourced consensus of keyword-glyph associations is created.

Videos created in TruScribe Suite are currently hosted on TruScribe’s Content Delivery Network or CDN. The system can generate embed codes for use on client websites, and basic video analytics are provided. Alternatively, clients may download and use the video files in their own LMS or video portal.

Several feature enhancements were added, including:•Enhanced ability to edit existing project•Optional hand can be added, appearing to draw each glyph

J u l y 2 0 1 6 u p d a t e

More enhancements added, including:•Integration of IBM Watson for computer-generated voice•Media insert capability, allowing the user to add images ortext (as separate objects or backgrounds) and video

S Q U I G L

In March 2017, TruScribe launched the professional version of TruScribe Suite—renamed Squigl —including a completely redesigned editing and file management UI, along with the following new features:

•Adjustable thickness of glyph strokes•Ability to assign colors to motion glyphs•Multiple hand types (race & gender characteristics)•Branded drawing markers•Native text insertion and editing

D e s c r i p t i o n

Page 12: “KNOWLEDGE IN MOTION” · 10/1/2015  · Page 2 of 12 MARCH 29, 2017 KNOWLEDGE IN MOTION The application of visual motion graphics to the problems of information overload, knowledge

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MARCH 29, 2017

R e l e a s e

P l a n n e d 2 0 1 7 E n h a n c e m e n t s

I n d i v i d u a l s a n d t e a m s w h o n e e d t o i m p r o v e

t h e i r p e r f o r m a n c e

The development goal for Squigl will be to provide users with all the tools (and the underlying Scribology principles) now employed by the VPS group. In no particular order, these include:

•Tighter integration with new glyph creation tools (replacingthe TruGlyph iOS app)•Placement of multiple glyphs on the same page•Template-based glyph placement•Freeform glyph placement•Enhanced text effects and functionality•Enhanced, private glyph libraries•More robust keyword handling and management•Third-party integrations with Learning Management Systemsand video learning portals•Third-party integrations with common desktop and mobileproductivity applications•Enhanced integration with IBM Watson and other infrastruc-ture partners

D e s c r i p t i o n

Moving Forward

Scribology will not eliminate the need for text-based business information. In most cases, content utilizing motion graphics will always be connected to other information, just as static illustrations have always been used in the context of body copy, captions, and metadata. However, scientifical-ly valid motion graphics are a departure from conventional presentation techniques. When applied to the challenges of knowledge transfer and information overload, they can convey clearer and more engaging, memorable meaning.

By encompassing these principles in a user-friendly application, it is hoped that communication effectiveness will increase—without the undue cost burden associated with conventional, key frame-based animation.

The systematic use of Scribology—by TruScribe’s internal Video Production Services group, and in the Squigl application—is the beginning of a promising communications approach for companies and organizations in today’s information-intensive business climate.