interactive storytelling for different platforms · storytelling. the changing technology will...

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Interactive Storytelling for Different Platforms Master’s Thesis in Interaction Technology and Design, 20 credits. January 2007 David Mörtsell, [email protected] Supervisors: David Eriksson, Håkan Gulliksson

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Page 1: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Interactive Storytelling for Different Platforms

Masterrsquos Thesis in Interaction Technology and Design 20 credits

January 2007

David Moumlrtsell dit01dmlcsumuse

Supervisors

David Eriksson Haringkan Gulliksson

Abstract

iii

Abstract

There is an ongoing convergence between different platforms which means that

platforms such as TV cell phones and computers become more similar This also

leads to an increased number of platforms that may support some form of interactive

storytelling The changing technology will provide us with new ways of interacting

and therefore interactive storytelling will also change

In this thesis a number of different platforms possibly supporting interactive

storytelling are described Each platformrsquos interaction possibilities the contexts they

are used in and some current applications are discussed In addition to this there is a

discussion about the future of interactive storytelling for each of the platforms

An application has been made to show how an originally web based story can be

changed and adapted to fit another environment a simulated interactive television

environment Another purpose of this application was to demonstrate and exemplify

possibilities for interactive storytelling in this environment

It is concluded that the demands on interactive storytellers will increase since people

will have more freedom to decide what they want to do When moving a story from

one platform to another there are a number of different things to think about

Among these things we find the context in which the story will be read and the

degree of interaction offered by the used platform It is also important to decide early

in the project what platforms the story will be accessible on

Preface

v

Preface

This Masterrsquos thesis project has been performed within Akademiker i foumlretag a

project whose purpose is to contribute in the development of small and medium

sized companies in Vaumlsterbotten and Norrbotten The project Akademiker i

foumlretag provides the companies within the region with an opportunity to get

development projects carried out by students newly graduates and researchers from

universities and colleges throughout the country Through an extensive visiting

activity the companiesrsquo development projects are identified and are mediated via a

database on the internet examensjobbnu

Financiers are the European Unions structural funds county administrative boards

of Vaumlsterbotten and Norrbotten together with participating municipalities and

companies

Table of Contents

vii

Table of Contents

1 Introduction 9

2 Interactive storytelling 11

21 Storytelling 12

22 A taxonomy for interactive digital storytelling 12

23 Storytelling structures 14

24 Applying interactive storytelling 17

25 Games and storytelling 20

26 Interactive storytelling and advertising 21

27 Different levels of interaction 22

3 Different media platforms 25

31 Interactive Television set 25

32 Mobile devices 29

33 Game consoles 32

34 Personal computers 34

35 Other platforms 36

4 The demo application 37

41 Technical solution 37

42 Planet in need 38

43 Original version 39

44 Full version 42

45 Light version 47

46 Limitations of the prototype 49

5 Design guidelines 51

51 Interaction possibilities 51

52 Text 52

53 Navigation 53

54 Sound 55

55 Advertising specific guidelines 55

6 Discussion 57

Acknowledgements 59

References 61

Introduction

9

1Introduction

The current development of technology is that different platforms become more

similar This is often described as a convergence between different media and platforms

(Jenkins 2004) In this project media is defined as information or material in some

form and a platform can be described as a tool used to access a medium Examples

of different platforms are

bull TV sets ndash Mainly used to access the TV medium but also used for teletext

DVD and other media

bull Computers ndash The main medium is the internet in which there are many ways

to access other media such as radio and TV but a computer can be used to

access CD- and DVD-ROMs as well

bull Cell phones ndash Along with their roles as telephones and text messengers

many phones can be used to access the radio medium

Another important feature of many new media is that they are digital rather than

analog Digitally stored information demands less bandwidth for transmission it is

easily stored and can be accessed quickly (Miller 2004) Along with the technical

benefits of storing and transmitting information digitally storing it digitally makes it

easier to use in interactive applications Therefore more and more platforms will be

hosting interactive activities The convergence between different platforms makes it

possible to access and interact with interactive stories in different situations This

technological progress might also lead to a change in the way an interactive story is

told since the possible ways of interacting with the story changes

This project is made together with North Kingdom in Skelleftearing which as their web

site states provide innovative interactive design solutions They describe themselves

as ldquoa creative digital agencyrdquo North Kingdom creates advanced and ambitious

interactive web solutions most often in Flash for advertising andor communication

purposes Their projects are sometimes executed directly with clients and sometimes

in cooperation with other design agencies They have the resources to participate in

all parts of the design process including the creative process of producing a

conceptual design adjusting this concept to the customersrsquo needs and working out a

design proposal After this is done the work is passed on to the production part of

the process Illustrations animation 3D-modeling and programming are parts of this

process where North Kingdom also has the knowledge necessary to contribute

Since many of the productions made by North Kingdom contain storytelling

elements it is important for them to be continuously updated in the area of

interactive storytelling As a part of this process this projectrsquos aim was to present an

overview of a number of different platforms possibly useful for interactive

storytelling how they have been used so far and how they can be exploited in the

near future

David Moumlrtsell

10

Another part of this project has been to demonstrate how a web based interactive

story can be moved and adapted to an interactive television environment In order to

do this one of North Kingdomrsquos finished web productions called Planet in need1

has

been altered and adapted to a simulated interactive television environment This

application demonstrates some of the issues and possibilities for storytelling in such

an environment Since the focus in this project is on the content of the production

not on the technology the technology that would be required in order to make this

production work in a real interactive TV environment has not been considered in

this project

1 See the original version at httpwwwplanetinneedcom

Interactive storytelling

11

2Interactive storytelling

To be able to answer the question of how the changing technology affects

storytelling we first need to understand what digital storytelling means According to

Miller (Miller 2004) digital storytelling is ldquonarrative entertainment that reaches its

audience via digital technology and mediardquo A minor change to this definition

namely changing the word ldquodigitalrdquo to ldquoanalogrdquo would provide a definition that

could be used to describe what analog storytelling is Both kinds of storytelling can be

non-interactive as well as interactive An important difference between digital and

analog media is also according to Miller (Miller 2004) that digital media can easier

support interactivity The following table describes different kinds of media in the

context of these different properties

Analog Digital

Non-interactive Theatre cassette tape DVD (film) CD (music)

Interactive Role playing game Computer games

Table 21 Examples of different kinds of media

The non-interactive examples are quite straightforward ndash in most cases cassette

tapes DVD movies and music or audio book CDs present some kind of non-

interactive story Theatre plays differ from these media in that they are performed

live and must be experienced at a certain place at a certain time The example is not

perfect since a play can be filmed and shown on some other platform There are also

examples of ldquointeractiverdquo live theatre where teams of actors compete in improvising

around topics or scenes suggested by the audience

Concerning the interactive examples a role playing game is fundamentally an

interactive experience the Game Master (GM) is the one responsible for driving the

plot forward by reacting to the playersrsquo actions in an appropriate way The GM

usually has a game plan to follow but unexpected events or actions from the players

may force the GM to make changes ndash the only limit is the participantsrsquo imagination

(Peinardo 2004) The best example of a digital and interactive story is perhaps a

computer game There are different kinds of computer games but many games for

instance start by some kind of video or animation introducing the plot of the game

Often games present to its players a fictional world which it is up to them to save or

explore interactively

Interaction can be described as some mutual action between two or more participators

In the context of television the possibility to change the volume and to switch

channel can be seen as interactivity However these actions only change settings on

how the television set presents the signals and how the speakers are set In this

project the focus is on the possibility to interact more with the content of television

Examples of this could be the choice to show extra material related to the current

TV show or the possibility to choose what action the main character should take

Later in this section a table of different degrees of interaction will be presented

David Moumlrtsell

12

21 Storytelling

Storytelling is about telling stories but what then is a story According to Websterrsquos

online dictionary1

a story is ldquoan account describing incidents or eventsrdquo Stories can

be situated at different times and at different places They can describe real events

that have occurred long ago or recently Different stories can describe the same

event from different points of view or for different purposes Stories come in many

different forms such as myths legends plays movies novels documentaries

anecdotes and jokes Common purposes for telling a story include teaching

promotion information and ndash probably the most common purpose ndash entertainment

We here define the author of a story as the person or team that has created the story

The reader of a story is the one who reads watches listens to or in any other way

traverses or explores the story

According to Povinelli as cited by Miller (Miller 2004) the human species has an

innate need to connect the past present and the future and hence also a need to tell

stories Stories can aid us in understanding our own and other cultures and help us

better understand the world (Glassner 2001) They can also ease our learning of new

things such as a new language

22 A taxonomy for interactive digital storytelling

To identify the different building blocks of an interactive digital story in this report a

number of properties that might affect the telling of an interactive digital story are

described The following figure (See Figure 21) shows the different properties and

their relationship The concepts in this figure are all described and discussed later in

the report Another attempt to develop a taxonomy for digital storytelling has been

made by Paul and Fiebich (Paul and Fiebich 2005)

In the taxonomy developed by Paul and Fiebich five main elements of interactive

digital storytelling are discussed

bull Media ndash The material or information in the story can have different

properties Paul and Fiebich here discuss properties such as media type (eg

text video and photo) and whether it must be experienced live or if it is

accessible at anytime

bull Action ndash This element concerns the actions in the story Questions discussed

include whether the story is user or content driven and if the content itself is

static or dynamic

bull Relationship ndash This discusses the relationship between the user and the

content It is stated that this relationship can be open or closed in a number

of different ways For instance is the story linear or non-linear and is it in

some way customizable

bull Context ndash Paul and Fiebich use the concept context in a more limited sense

than how it is used in the rest of this report They have a more in-content

1 httpwwwwebsters-online-dictionaryorgdefinitionstory accessed 2006-12-12

Interactive storytelling

13

view of context and so they discuss what different kinds of content can

surround the story in question

bull Communication ndash This element contains a discussion about different kinds

of communication in a digital story For instance different types of

communication (eg mail chat and forum) are discussed as well as the

purpose of the communication

Paul and Fiebichrsquos taxonomy only discusses storytelling properties within the current

medium it does not suppport discussions about for instance the environment

surrounding the user when someone experiences a digital story

The attempted taxonomy in this report will discuss the degree of interaction the

structure of storytelling and a number of application areas These topics will be

covered in this section Context for instance the aspects listed in Figure 21 is tightly

connected with the platform used and will therefore be discussed separately for each

platform in a later section

Figure 21 Properties of interactive digital storytelling

David Moumlrtsell

14

23 Storytelling structures

Stories come in different forms In this section a number of different storytelling

structures will be described

LINEAR

The most common story structure is linear which means that one event is followed

by another event often chronologically A linear story is intended to be traversed

from point A to point B then from point B to point C etc (See Figure 22) If a

linear story is explored in some other way it is probably difficult for the reader to

understand the story A linear story is most often non-interactive and it is the form

used in most books and movies

Figure 22 A linear story The story should be read in numerical order

The plot in linear stories does not always occur chronologically In stories with

several parallel branches it is difficult to follow each part of the story simultaneously

Therefore such stories often follow one part at a time switching between the

different branches at appropriate times (See Figure 23) One example of this is

found in JRR Tolkienrsquos The Lord of the Rings where there are several parallel stories

Figure 23 Another linear story but with several branches The story should be read in numerical

order

Another less common variant of a linear story which does not occur in

chronological order is found in the movie Memento directed by Christopher Nolan

The plot is presented in a backward fashion where the event occurring first in time

occurs last in the story To follow this story chronologically the story would have to

be traversed from point D to point E then from point C to point D etc (See Figure

24)

Interactive storytelling

15

Figure 24 A special case of a linear story a reversed linear story The story should be read in

numerical order

The three mentioned story structures all tell linear stories no matter if there is one

single or several storylines According to Miller (Miller 2004) an interactive story has

to be non-linear An interactive story can include a central storyline but since the

readers of the story have the possibility to explore the story in various ways it cannot

be linear Miller also discusses a number of different structures for interactive stories

of which four are described here

STRING OF PEARLS

The structure closest to an ordinary linear story but that can allow the user to act

within the story is called the string of pearls (See Figure 25) The idea is that there are

critical points in the story that the user must always pass through to be able to come

to the next part of the story but between these points the user is allowed more

freedom This structure is often seen in computer games where the user may have a

critical task to perform before advancing to the next level The user may be free to

explore the environment or perform other non-critical tasks but in order to get to

the next level this critical task must be done

Figure 25 String of pearls Here each letter describes a part of the story and the thin lines between

the pearls describe critical points that must be passed to advance to the next part of the story

MODULAR STRUCTURE

Another structure Miller denotes as the modular structure (See Figure 26) According

to Miller this structure offers the user a number of different areas where the user can

go in any order When one area has been visited the user can pick another area until

all areas have been visited This structure is often found in educational applications

and is in some way similar to an ordinary web page Ordinary web pages are often

divided into different modules which can be accessed in any order

David Moumlrtsell

16

Figure 26 Modular structure The letters represent different parts of the story The parts can be

visited in any order

FUNNELPYRAMID STRUCTURE

The third structure described by Miller is called funnels or pyramids This kind of

structure initially offers the user a great degree of freedom and not much linearity

The freedom is then narrowed down towards the end (See Figure 27) This kind of

structure can be found in many adventure games such as the games in the Monkey

Island1

series In the first parts of the game the environment consists of several

different areas where the player can go and a number of different tasks that can be

done in any order However later in the game the environments are narrowed down

and the tasks the player has to conquer gets more tricky

Figure 27 FunnelPyramid structure Each letter represents a part of the story In part A the user has

a great deal of freedom which is successively narrowed down as the user advances through the story

ROUNDED STRUCTURE

The last structure discussed here which is also mentioned by Miller is called the

rounded structure (See Figure 28) Stories with rounded structure offer their users

almost unlimited ndash within certain limits ndash freedom On the other hand these

1 For example Escape From Monkey Island httpwwwlucasartscomproductsmonkey4 accessed

2006-12-15

Interactive storytelling

17

structures do not have a central storyline One example of an application with this

kind of structure is the massively multiplayer online role-playing game World of

Warcraft1

The players are placed in an enormous virtual world There is no main

quest but there are a large number of quests that the players can perform if they

want to As players perform these different quests they also learn about the history

of the game world and get to understand how the different people in the game

world are related to each other

Figure 28 Rounded structure Each part of the story is always accessible and can be read in any order

24 Applying interactive storytelling

In the following section a number of areas where interactive storytelling can be

useful are described Figure 29 is an attempt to structure the relationship between

the different concepts and to bring some clarity to this area since many concepts are

closely related to each other The following list provides a description of each of the

concepts discussed in this section

bull Promotion ndash A message distributed for lobbying purposes A promotional

campaign aims to inform or persuade people that something ndash it could be a

product a company an opinion an idea or something else ndash is good or bad

in some way According to Websterrsquos online dictionary2

promotion is the

ldquoencouragement of the progress or growth of somethingrdquo

bull Branding ndash The purpose of branding is to implant into a product or brand

an emotional association that makes people feel for example joy or

happiness (Spool 1996) Branding is used to make a productbrand to

distinguish from other productsbrands in the same segment

1 httpwwwworldofwarcraftcom accessed 2006-12-15

2 httpwwwwebsters-online-dictionaryorgdefinitionpromotion accessed 2006-12-12

David Moumlrtsell

18

bull Communication ndash With a wide definition communication is about

conveying a message about a product brand or companyrsquos ideas knowledge

values and attitudes1

bull Advertising ndash Advertising can be described as promotion taken a step

further with emphasis on selling the advertised product Websterrsquos online

dictionary claims2

that the goals of advertising include ldquoshort or long term

increases in sales market share awareness product information and image

improvementrdquo One example of an interactive advertising campaign is of

course the Planet in need site

bull Entertainment ndash The concept of entertainment needs no further definition

it is an activity undertaken mainly for the purpose of having fun Computer

games are a very large part of all entertaining interactive storytelling

bull Education ndash Just like entertainment education is a well-known concept

education is done to teach someone something It is difficult to point out the

differences between education and edutainment (described below) when

interactive storytelling is the method used learning new things can be

entertaining by itself

The three following concepts are not as established as the already introduced

ones However these concepts are more or less important within the area of

interactive storytelling and are therefore included here

bull Edutainment ndash The word is a combination of the words education and

entertainment which is also what this concept is about The description of this

word given by Websterrsquos online dictionary is3

ldquointeractive education and

entertainment services or software [hellip]rdquo One of the benefits that come with

entertaining education via interactive storytelling is that it is possible to

involve more of the studentsrsquo senses vision as well as hearing can be

activated The student will also use the mouse to perform different tasks and

perhaps they can use a microphone as well One example of interactive

storytelling with an educational (and entertaining) purpose is the Official US

Army game Americarsquos Army4

By going through different exercises and

performing in-game missions the players learn about different aspects of real

military duties

bull Infotainment ndash This is closely related to edutainment a mix of information

and entertainment Miller (Miller 2004) notes that it might be difficult to

distinguish information from education education also is about conveying

information Miller suggests that it might be the purpose rather than the

content that defines the difference between the two concepts By that she

means that with education the intention is to teach someone something

while information is less formal more optional Two examples of

infotainment sites are the anti-smoking campaign SmokeWeek5

and the

1 httpwwwwebsters-online-dictionaryorgdefinitioncommunication 2006-12-12

2 httpwwwwebsters-online-dictionaryorgdefinitionadvertise accessed 2006-12-12

3 httpwwwwebsters-online-dictionaryorgdefinitionedutainment accessed 2006-12-12

4 httpamericasarmycom accessed 2007-01-06

5 httpextranetottosemediaSmokeweekSmokeweek_ENGseottohtm accessed 2007-01-02

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 2: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Abstract

iii

Abstract

There is an ongoing convergence between different platforms which means that

platforms such as TV cell phones and computers become more similar This also

leads to an increased number of platforms that may support some form of interactive

storytelling The changing technology will provide us with new ways of interacting

and therefore interactive storytelling will also change

In this thesis a number of different platforms possibly supporting interactive

storytelling are described Each platformrsquos interaction possibilities the contexts they

are used in and some current applications are discussed In addition to this there is a

discussion about the future of interactive storytelling for each of the platforms

An application has been made to show how an originally web based story can be

changed and adapted to fit another environment a simulated interactive television

environment Another purpose of this application was to demonstrate and exemplify

possibilities for interactive storytelling in this environment

It is concluded that the demands on interactive storytellers will increase since people

will have more freedom to decide what they want to do When moving a story from

one platform to another there are a number of different things to think about

Among these things we find the context in which the story will be read and the

degree of interaction offered by the used platform It is also important to decide early

in the project what platforms the story will be accessible on

Preface

v

Preface

This Masterrsquos thesis project has been performed within Akademiker i foumlretag a

project whose purpose is to contribute in the development of small and medium

sized companies in Vaumlsterbotten and Norrbotten The project Akademiker i

foumlretag provides the companies within the region with an opportunity to get

development projects carried out by students newly graduates and researchers from

universities and colleges throughout the country Through an extensive visiting

activity the companiesrsquo development projects are identified and are mediated via a

database on the internet examensjobbnu

Financiers are the European Unions structural funds county administrative boards

of Vaumlsterbotten and Norrbotten together with participating municipalities and

companies

Table of Contents

vii

Table of Contents

1 Introduction 9

2 Interactive storytelling 11

21 Storytelling 12

22 A taxonomy for interactive digital storytelling 12

23 Storytelling structures 14

24 Applying interactive storytelling 17

25 Games and storytelling 20

26 Interactive storytelling and advertising 21

27 Different levels of interaction 22

3 Different media platforms 25

31 Interactive Television set 25

32 Mobile devices 29

33 Game consoles 32

34 Personal computers 34

35 Other platforms 36

4 The demo application 37

41 Technical solution 37

42 Planet in need 38

43 Original version 39

44 Full version 42

45 Light version 47

46 Limitations of the prototype 49

5 Design guidelines 51

51 Interaction possibilities 51

52 Text 52

53 Navigation 53

54 Sound 55

55 Advertising specific guidelines 55

6 Discussion 57

Acknowledgements 59

References 61

Introduction

9

1Introduction

The current development of technology is that different platforms become more

similar This is often described as a convergence between different media and platforms

(Jenkins 2004) In this project media is defined as information or material in some

form and a platform can be described as a tool used to access a medium Examples

of different platforms are

bull TV sets ndash Mainly used to access the TV medium but also used for teletext

DVD and other media

bull Computers ndash The main medium is the internet in which there are many ways

to access other media such as radio and TV but a computer can be used to

access CD- and DVD-ROMs as well

bull Cell phones ndash Along with their roles as telephones and text messengers

many phones can be used to access the radio medium

Another important feature of many new media is that they are digital rather than

analog Digitally stored information demands less bandwidth for transmission it is

easily stored and can be accessed quickly (Miller 2004) Along with the technical

benefits of storing and transmitting information digitally storing it digitally makes it

easier to use in interactive applications Therefore more and more platforms will be

hosting interactive activities The convergence between different platforms makes it

possible to access and interact with interactive stories in different situations This

technological progress might also lead to a change in the way an interactive story is

told since the possible ways of interacting with the story changes

This project is made together with North Kingdom in Skelleftearing which as their web

site states provide innovative interactive design solutions They describe themselves

as ldquoa creative digital agencyrdquo North Kingdom creates advanced and ambitious

interactive web solutions most often in Flash for advertising andor communication

purposes Their projects are sometimes executed directly with clients and sometimes

in cooperation with other design agencies They have the resources to participate in

all parts of the design process including the creative process of producing a

conceptual design adjusting this concept to the customersrsquo needs and working out a

design proposal After this is done the work is passed on to the production part of

the process Illustrations animation 3D-modeling and programming are parts of this

process where North Kingdom also has the knowledge necessary to contribute

Since many of the productions made by North Kingdom contain storytelling

elements it is important for them to be continuously updated in the area of

interactive storytelling As a part of this process this projectrsquos aim was to present an

overview of a number of different platforms possibly useful for interactive

storytelling how they have been used so far and how they can be exploited in the

near future

David Moumlrtsell

10

Another part of this project has been to demonstrate how a web based interactive

story can be moved and adapted to an interactive television environment In order to

do this one of North Kingdomrsquos finished web productions called Planet in need1

has

been altered and adapted to a simulated interactive television environment This

application demonstrates some of the issues and possibilities for storytelling in such

an environment Since the focus in this project is on the content of the production

not on the technology the technology that would be required in order to make this

production work in a real interactive TV environment has not been considered in

this project

1 See the original version at httpwwwplanetinneedcom

Interactive storytelling

11

2Interactive storytelling

To be able to answer the question of how the changing technology affects

storytelling we first need to understand what digital storytelling means According to

Miller (Miller 2004) digital storytelling is ldquonarrative entertainment that reaches its

audience via digital technology and mediardquo A minor change to this definition

namely changing the word ldquodigitalrdquo to ldquoanalogrdquo would provide a definition that

could be used to describe what analog storytelling is Both kinds of storytelling can be

non-interactive as well as interactive An important difference between digital and

analog media is also according to Miller (Miller 2004) that digital media can easier

support interactivity The following table describes different kinds of media in the

context of these different properties

Analog Digital

Non-interactive Theatre cassette tape DVD (film) CD (music)

Interactive Role playing game Computer games

Table 21 Examples of different kinds of media

The non-interactive examples are quite straightforward ndash in most cases cassette

tapes DVD movies and music or audio book CDs present some kind of non-

interactive story Theatre plays differ from these media in that they are performed

live and must be experienced at a certain place at a certain time The example is not

perfect since a play can be filmed and shown on some other platform There are also

examples of ldquointeractiverdquo live theatre where teams of actors compete in improvising

around topics or scenes suggested by the audience

Concerning the interactive examples a role playing game is fundamentally an

interactive experience the Game Master (GM) is the one responsible for driving the

plot forward by reacting to the playersrsquo actions in an appropriate way The GM

usually has a game plan to follow but unexpected events or actions from the players

may force the GM to make changes ndash the only limit is the participantsrsquo imagination

(Peinardo 2004) The best example of a digital and interactive story is perhaps a

computer game There are different kinds of computer games but many games for

instance start by some kind of video or animation introducing the plot of the game

Often games present to its players a fictional world which it is up to them to save or

explore interactively

Interaction can be described as some mutual action between two or more participators

In the context of television the possibility to change the volume and to switch

channel can be seen as interactivity However these actions only change settings on

how the television set presents the signals and how the speakers are set In this

project the focus is on the possibility to interact more with the content of television

Examples of this could be the choice to show extra material related to the current

TV show or the possibility to choose what action the main character should take

Later in this section a table of different degrees of interaction will be presented

David Moumlrtsell

12

21 Storytelling

Storytelling is about telling stories but what then is a story According to Websterrsquos

online dictionary1

a story is ldquoan account describing incidents or eventsrdquo Stories can

be situated at different times and at different places They can describe real events

that have occurred long ago or recently Different stories can describe the same

event from different points of view or for different purposes Stories come in many

different forms such as myths legends plays movies novels documentaries

anecdotes and jokes Common purposes for telling a story include teaching

promotion information and ndash probably the most common purpose ndash entertainment

We here define the author of a story as the person or team that has created the story

The reader of a story is the one who reads watches listens to or in any other way

traverses or explores the story

According to Povinelli as cited by Miller (Miller 2004) the human species has an

innate need to connect the past present and the future and hence also a need to tell

stories Stories can aid us in understanding our own and other cultures and help us

better understand the world (Glassner 2001) They can also ease our learning of new

things such as a new language

22 A taxonomy for interactive digital storytelling

To identify the different building blocks of an interactive digital story in this report a

number of properties that might affect the telling of an interactive digital story are

described The following figure (See Figure 21) shows the different properties and

their relationship The concepts in this figure are all described and discussed later in

the report Another attempt to develop a taxonomy for digital storytelling has been

made by Paul and Fiebich (Paul and Fiebich 2005)

In the taxonomy developed by Paul and Fiebich five main elements of interactive

digital storytelling are discussed

bull Media ndash The material or information in the story can have different

properties Paul and Fiebich here discuss properties such as media type (eg

text video and photo) and whether it must be experienced live or if it is

accessible at anytime

bull Action ndash This element concerns the actions in the story Questions discussed

include whether the story is user or content driven and if the content itself is

static or dynamic

bull Relationship ndash This discusses the relationship between the user and the

content It is stated that this relationship can be open or closed in a number

of different ways For instance is the story linear or non-linear and is it in

some way customizable

bull Context ndash Paul and Fiebich use the concept context in a more limited sense

than how it is used in the rest of this report They have a more in-content

1 httpwwwwebsters-online-dictionaryorgdefinitionstory accessed 2006-12-12

Interactive storytelling

13

view of context and so they discuss what different kinds of content can

surround the story in question

bull Communication ndash This element contains a discussion about different kinds

of communication in a digital story For instance different types of

communication (eg mail chat and forum) are discussed as well as the

purpose of the communication

Paul and Fiebichrsquos taxonomy only discusses storytelling properties within the current

medium it does not suppport discussions about for instance the environment

surrounding the user when someone experiences a digital story

The attempted taxonomy in this report will discuss the degree of interaction the

structure of storytelling and a number of application areas These topics will be

covered in this section Context for instance the aspects listed in Figure 21 is tightly

connected with the platform used and will therefore be discussed separately for each

platform in a later section

Figure 21 Properties of interactive digital storytelling

David Moumlrtsell

14

23 Storytelling structures

Stories come in different forms In this section a number of different storytelling

structures will be described

LINEAR

The most common story structure is linear which means that one event is followed

by another event often chronologically A linear story is intended to be traversed

from point A to point B then from point B to point C etc (See Figure 22) If a

linear story is explored in some other way it is probably difficult for the reader to

understand the story A linear story is most often non-interactive and it is the form

used in most books and movies

Figure 22 A linear story The story should be read in numerical order

The plot in linear stories does not always occur chronologically In stories with

several parallel branches it is difficult to follow each part of the story simultaneously

Therefore such stories often follow one part at a time switching between the

different branches at appropriate times (See Figure 23) One example of this is

found in JRR Tolkienrsquos The Lord of the Rings where there are several parallel stories

Figure 23 Another linear story but with several branches The story should be read in numerical

order

Another less common variant of a linear story which does not occur in

chronological order is found in the movie Memento directed by Christopher Nolan

The plot is presented in a backward fashion where the event occurring first in time

occurs last in the story To follow this story chronologically the story would have to

be traversed from point D to point E then from point C to point D etc (See Figure

24)

Interactive storytelling

15

Figure 24 A special case of a linear story a reversed linear story The story should be read in

numerical order

The three mentioned story structures all tell linear stories no matter if there is one

single or several storylines According to Miller (Miller 2004) an interactive story has

to be non-linear An interactive story can include a central storyline but since the

readers of the story have the possibility to explore the story in various ways it cannot

be linear Miller also discusses a number of different structures for interactive stories

of which four are described here

STRING OF PEARLS

The structure closest to an ordinary linear story but that can allow the user to act

within the story is called the string of pearls (See Figure 25) The idea is that there are

critical points in the story that the user must always pass through to be able to come

to the next part of the story but between these points the user is allowed more

freedom This structure is often seen in computer games where the user may have a

critical task to perform before advancing to the next level The user may be free to

explore the environment or perform other non-critical tasks but in order to get to

the next level this critical task must be done

Figure 25 String of pearls Here each letter describes a part of the story and the thin lines between

the pearls describe critical points that must be passed to advance to the next part of the story

MODULAR STRUCTURE

Another structure Miller denotes as the modular structure (See Figure 26) According

to Miller this structure offers the user a number of different areas where the user can

go in any order When one area has been visited the user can pick another area until

all areas have been visited This structure is often found in educational applications

and is in some way similar to an ordinary web page Ordinary web pages are often

divided into different modules which can be accessed in any order

David Moumlrtsell

16

Figure 26 Modular structure The letters represent different parts of the story The parts can be

visited in any order

FUNNELPYRAMID STRUCTURE

The third structure described by Miller is called funnels or pyramids This kind of

structure initially offers the user a great degree of freedom and not much linearity

The freedom is then narrowed down towards the end (See Figure 27) This kind of

structure can be found in many adventure games such as the games in the Monkey

Island1

series In the first parts of the game the environment consists of several

different areas where the player can go and a number of different tasks that can be

done in any order However later in the game the environments are narrowed down

and the tasks the player has to conquer gets more tricky

Figure 27 FunnelPyramid structure Each letter represents a part of the story In part A the user has

a great deal of freedom which is successively narrowed down as the user advances through the story

ROUNDED STRUCTURE

The last structure discussed here which is also mentioned by Miller is called the

rounded structure (See Figure 28) Stories with rounded structure offer their users

almost unlimited ndash within certain limits ndash freedom On the other hand these

1 For example Escape From Monkey Island httpwwwlucasartscomproductsmonkey4 accessed

2006-12-15

Interactive storytelling

17

structures do not have a central storyline One example of an application with this

kind of structure is the massively multiplayer online role-playing game World of

Warcraft1

The players are placed in an enormous virtual world There is no main

quest but there are a large number of quests that the players can perform if they

want to As players perform these different quests they also learn about the history

of the game world and get to understand how the different people in the game

world are related to each other

Figure 28 Rounded structure Each part of the story is always accessible and can be read in any order

24 Applying interactive storytelling

In the following section a number of areas where interactive storytelling can be

useful are described Figure 29 is an attempt to structure the relationship between

the different concepts and to bring some clarity to this area since many concepts are

closely related to each other The following list provides a description of each of the

concepts discussed in this section

bull Promotion ndash A message distributed for lobbying purposes A promotional

campaign aims to inform or persuade people that something ndash it could be a

product a company an opinion an idea or something else ndash is good or bad

in some way According to Websterrsquos online dictionary2

promotion is the

ldquoencouragement of the progress or growth of somethingrdquo

bull Branding ndash The purpose of branding is to implant into a product or brand

an emotional association that makes people feel for example joy or

happiness (Spool 1996) Branding is used to make a productbrand to

distinguish from other productsbrands in the same segment

1 httpwwwworldofwarcraftcom accessed 2006-12-15

2 httpwwwwebsters-online-dictionaryorgdefinitionpromotion accessed 2006-12-12

David Moumlrtsell

18

bull Communication ndash With a wide definition communication is about

conveying a message about a product brand or companyrsquos ideas knowledge

values and attitudes1

bull Advertising ndash Advertising can be described as promotion taken a step

further with emphasis on selling the advertised product Websterrsquos online

dictionary claims2

that the goals of advertising include ldquoshort or long term

increases in sales market share awareness product information and image

improvementrdquo One example of an interactive advertising campaign is of

course the Planet in need site

bull Entertainment ndash The concept of entertainment needs no further definition

it is an activity undertaken mainly for the purpose of having fun Computer

games are a very large part of all entertaining interactive storytelling

bull Education ndash Just like entertainment education is a well-known concept

education is done to teach someone something It is difficult to point out the

differences between education and edutainment (described below) when

interactive storytelling is the method used learning new things can be

entertaining by itself

The three following concepts are not as established as the already introduced

ones However these concepts are more or less important within the area of

interactive storytelling and are therefore included here

bull Edutainment ndash The word is a combination of the words education and

entertainment which is also what this concept is about The description of this

word given by Websterrsquos online dictionary is3

ldquointeractive education and

entertainment services or software [hellip]rdquo One of the benefits that come with

entertaining education via interactive storytelling is that it is possible to

involve more of the studentsrsquo senses vision as well as hearing can be

activated The student will also use the mouse to perform different tasks and

perhaps they can use a microphone as well One example of interactive

storytelling with an educational (and entertaining) purpose is the Official US

Army game Americarsquos Army4

By going through different exercises and

performing in-game missions the players learn about different aspects of real

military duties

bull Infotainment ndash This is closely related to edutainment a mix of information

and entertainment Miller (Miller 2004) notes that it might be difficult to

distinguish information from education education also is about conveying

information Miller suggests that it might be the purpose rather than the

content that defines the difference between the two concepts By that she

means that with education the intention is to teach someone something

while information is less formal more optional Two examples of

infotainment sites are the anti-smoking campaign SmokeWeek5

and the

1 httpwwwwebsters-online-dictionaryorgdefinitioncommunication 2006-12-12

2 httpwwwwebsters-online-dictionaryorgdefinitionadvertise accessed 2006-12-12

3 httpwwwwebsters-online-dictionaryorgdefinitionedutainment accessed 2006-12-12

4 httpamericasarmycom accessed 2007-01-06

5 httpextranetottosemediaSmokeweekSmokeweek_ENGseottohtm accessed 2007-01-02

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 3: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Preface

v

Preface

This Masterrsquos thesis project has been performed within Akademiker i foumlretag a

project whose purpose is to contribute in the development of small and medium

sized companies in Vaumlsterbotten and Norrbotten The project Akademiker i

foumlretag provides the companies within the region with an opportunity to get

development projects carried out by students newly graduates and researchers from

universities and colleges throughout the country Through an extensive visiting

activity the companiesrsquo development projects are identified and are mediated via a

database on the internet examensjobbnu

Financiers are the European Unions structural funds county administrative boards

of Vaumlsterbotten and Norrbotten together with participating municipalities and

companies

Table of Contents

vii

Table of Contents

1 Introduction 9

2 Interactive storytelling 11

21 Storytelling 12

22 A taxonomy for interactive digital storytelling 12

23 Storytelling structures 14

24 Applying interactive storytelling 17

25 Games and storytelling 20

26 Interactive storytelling and advertising 21

27 Different levels of interaction 22

3 Different media platforms 25

31 Interactive Television set 25

32 Mobile devices 29

33 Game consoles 32

34 Personal computers 34

35 Other platforms 36

4 The demo application 37

41 Technical solution 37

42 Planet in need 38

43 Original version 39

44 Full version 42

45 Light version 47

46 Limitations of the prototype 49

5 Design guidelines 51

51 Interaction possibilities 51

52 Text 52

53 Navigation 53

54 Sound 55

55 Advertising specific guidelines 55

6 Discussion 57

Acknowledgements 59

References 61

Introduction

9

1Introduction

The current development of technology is that different platforms become more

similar This is often described as a convergence between different media and platforms

(Jenkins 2004) In this project media is defined as information or material in some

form and a platform can be described as a tool used to access a medium Examples

of different platforms are

bull TV sets ndash Mainly used to access the TV medium but also used for teletext

DVD and other media

bull Computers ndash The main medium is the internet in which there are many ways

to access other media such as radio and TV but a computer can be used to

access CD- and DVD-ROMs as well

bull Cell phones ndash Along with their roles as telephones and text messengers

many phones can be used to access the radio medium

Another important feature of many new media is that they are digital rather than

analog Digitally stored information demands less bandwidth for transmission it is

easily stored and can be accessed quickly (Miller 2004) Along with the technical

benefits of storing and transmitting information digitally storing it digitally makes it

easier to use in interactive applications Therefore more and more platforms will be

hosting interactive activities The convergence between different platforms makes it

possible to access and interact with interactive stories in different situations This

technological progress might also lead to a change in the way an interactive story is

told since the possible ways of interacting with the story changes

This project is made together with North Kingdom in Skelleftearing which as their web

site states provide innovative interactive design solutions They describe themselves

as ldquoa creative digital agencyrdquo North Kingdom creates advanced and ambitious

interactive web solutions most often in Flash for advertising andor communication

purposes Their projects are sometimes executed directly with clients and sometimes

in cooperation with other design agencies They have the resources to participate in

all parts of the design process including the creative process of producing a

conceptual design adjusting this concept to the customersrsquo needs and working out a

design proposal After this is done the work is passed on to the production part of

the process Illustrations animation 3D-modeling and programming are parts of this

process where North Kingdom also has the knowledge necessary to contribute

Since many of the productions made by North Kingdom contain storytelling

elements it is important for them to be continuously updated in the area of

interactive storytelling As a part of this process this projectrsquos aim was to present an

overview of a number of different platforms possibly useful for interactive

storytelling how they have been used so far and how they can be exploited in the

near future

David Moumlrtsell

10

Another part of this project has been to demonstrate how a web based interactive

story can be moved and adapted to an interactive television environment In order to

do this one of North Kingdomrsquos finished web productions called Planet in need1

has

been altered and adapted to a simulated interactive television environment This

application demonstrates some of the issues and possibilities for storytelling in such

an environment Since the focus in this project is on the content of the production

not on the technology the technology that would be required in order to make this

production work in a real interactive TV environment has not been considered in

this project

1 See the original version at httpwwwplanetinneedcom

Interactive storytelling

11

2Interactive storytelling

To be able to answer the question of how the changing technology affects

storytelling we first need to understand what digital storytelling means According to

Miller (Miller 2004) digital storytelling is ldquonarrative entertainment that reaches its

audience via digital technology and mediardquo A minor change to this definition

namely changing the word ldquodigitalrdquo to ldquoanalogrdquo would provide a definition that

could be used to describe what analog storytelling is Both kinds of storytelling can be

non-interactive as well as interactive An important difference between digital and

analog media is also according to Miller (Miller 2004) that digital media can easier

support interactivity The following table describes different kinds of media in the

context of these different properties

Analog Digital

Non-interactive Theatre cassette tape DVD (film) CD (music)

Interactive Role playing game Computer games

Table 21 Examples of different kinds of media

The non-interactive examples are quite straightforward ndash in most cases cassette

tapes DVD movies and music or audio book CDs present some kind of non-

interactive story Theatre plays differ from these media in that they are performed

live and must be experienced at a certain place at a certain time The example is not

perfect since a play can be filmed and shown on some other platform There are also

examples of ldquointeractiverdquo live theatre where teams of actors compete in improvising

around topics or scenes suggested by the audience

Concerning the interactive examples a role playing game is fundamentally an

interactive experience the Game Master (GM) is the one responsible for driving the

plot forward by reacting to the playersrsquo actions in an appropriate way The GM

usually has a game plan to follow but unexpected events or actions from the players

may force the GM to make changes ndash the only limit is the participantsrsquo imagination

(Peinardo 2004) The best example of a digital and interactive story is perhaps a

computer game There are different kinds of computer games but many games for

instance start by some kind of video or animation introducing the plot of the game

Often games present to its players a fictional world which it is up to them to save or

explore interactively

Interaction can be described as some mutual action between two or more participators

In the context of television the possibility to change the volume and to switch

channel can be seen as interactivity However these actions only change settings on

how the television set presents the signals and how the speakers are set In this

project the focus is on the possibility to interact more with the content of television

Examples of this could be the choice to show extra material related to the current

TV show or the possibility to choose what action the main character should take

Later in this section a table of different degrees of interaction will be presented

David Moumlrtsell

12

21 Storytelling

Storytelling is about telling stories but what then is a story According to Websterrsquos

online dictionary1

a story is ldquoan account describing incidents or eventsrdquo Stories can

be situated at different times and at different places They can describe real events

that have occurred long ago or recently Different stories can describe the same

event from different points of view or for different purposes Stories come in many

different forms such as myths legends plays movies novels documentaries

anecdotes and jokes Common purposes for telling a story include teaching

promotion information and ndash probably the most common purpose ndash entertainment

We here define the author of a story as the person or team that has created the story

The reader of a story is the one who reads watches listens to or in any other way

traverses or explores the story

According to Povinelli as cited by Miller (Miller 2004) the human species has an

innate need to connect the past present and the future and hence also a need to tell

stories Stories can aid us in understanding our own and other cultures and help us

better understand the world (Glassner 2001) They can also ease our learning of new

things such as a new language

22 A taxonomy for interactive digital storytelling

To identify the different building blocks of an interactive digital story in this report a

number of properties that might affect the telling of an interactive digital story are

described The following figure (See Figure 21) shows the different properties and

their relationship The concepts in this figure are all described and discussed later in

the report Another attempt to develop a taxonomy for digital storytelling has been

made by Paul and Fiebich (Paul and Fiebich 2005)

In the taxonomy developed by Paul and Fiebich five main elements of interactive

digital storytelling are discussed

bull Media ndash The material or information in the story can have different

properties Paul and Fiebich here discuss properties such as media type (eg

text video and photo) and whether it must be experienced live or if it is

accessible at anytime

bull Action ndash This element concerns the actions in the story Questions discussed

include whether the story is user or content driven and if the content itself is

static or dynamic

bull Relationship ndash This discusses the relationship between the user and the

content It is stated that this relationship can be open or closed in a number

of different ways For instance is the story linear or non-linear and is it in

some way customizable

bull Context ndash Paul and Fiebich use the concept context in a more limited sense

than how it is used in the rest of this report They have a more in-content

1 httpwwwwebsters-online-dictionaryorgdefinitionstory accessed 2006-12-12

Interactive storytelling

13

view of context and so they discuss what different kinds of content can

surround the story in question

bull Communication ndash This element contains a discussion about different kinds

of communication in a digital story For instance different types of

communication (eg mail chat and forum) are discussed as well as the

purpose of the communication

Paul and Fiebichrsquos taxonomy only discusses storytelling properties within the current

medium it does not suppport discussions about for instance the environment

surrounding the user when someone experiences a digital story

The attempted taxonomy in this report will discuss the degree of interaction the

structure of storytelling and a number of application areas These topics will be

covered in this section Context for instance the aspects listed in Figure 21 is tightly

connected with the platform used and will therefore be discussed separately for each

platform in a later section

Figure 21 Properties of interactive digital storytelling

David Moumlrtsell

14

23 Storytelling structures

Stories come in different forms In this section a number of different storytelling

structures will be described

LINEAR

The most common story structure is linear which means that one event is followed

by another event often chronologically A linear story is intended to be traversed

from point A to point B then from point B to point C etc (See Figure 22) If a

linear story is explored in some other way it is probably difficult for the reader to

understand the story A linear story is most often non-interactive and it is the form

used in most books and movies

Figure 22 A linear story The story should be read in numerical order

The plot in linear stories does not always occur chronologically In stories with

several parallel branches it is difficult to follow each part of the story simultaneously

Therefore such stories often follow one part at a time switching between the

different branches at appropriate times (See Figure 23) One example of this is

found in JRR Tolkienrsquos The Lord of the Rings where there are several parallel stories

Figure 23 Another linear story but with several branches The story should be read in numerical

order

Another less common variant of a linear story which does not occur in

chronological order is found in the movie Memento directed by Christopher Nolan

The plot is presented in a backward fashion where the event occurring first in time

occurs last in the story To follow this story chronologically the story would have to

be traversed from point D to point E then from point C to point D etc (See Figure

24)

Interactive storytelling

15

Figure 24 A special case of a linear story a reversed linear story The story should be read in

numerical order

The three mentioned story structures all tell linear stories no matter if there is one

single or several storylines According to Miller (Miller 2004) an interactive story has

to be non-linear An interactive story can include a central storyline but since the

readers of the story have the possibility to explore the story in various ways it cannot

be linear Miller also discusses a number of different structures for interactive stories

of which four are described here

STRING OF PEARLS

The structure closest to an ordinary linear story but that can allow the user to act

within the story is called the string of pearls (See Figure 25) The idea is that there are

critical points in the story that the user must always pass through to be able to come

to the next part of the story but between these points the user is allowed more

freedom This structure is often seen in computer games where the user may have a

critical task to perform before advancing to the next level The user may be free to

explore the environment or perform other non-critical tasks but in order to get to

the next level this critical task must be done

Figure 25 String of pearls Here each letter describes a part of the story and the thin lines between

the pearls describe critical points that must be passed to advance to the next part of the story

MODULAR STRUCTURE

Another structure Miller denotes as the modular structure (See Figure 26) According

to Miller this structure offers the user a number of different areas where the user can

go in any order When one area has been visited the user can pick another area until

all areas have been visited This structure is often found in educational applications

and is in some way similar to an ordinary web page Ordinary web pages are often

divided into different modules which can be accessed in any order

David Moumlrtsell

16

Figure 26 Modular structure The letters represent different parts of the story The parts can be

visited in any order

FUNNELPYRAMID STRUCTURE

The third structure described by Miller is called funnels or pyramids This kind of

structure initially offers the user a great degree of freedom and not much linearity

The freedom is then narrowed down towards the end (See Figure 27) This kind of

structure can be found in many adventure games such as the games in the Monkey

Island1

series In the first parts of the game the environment consists of several

different areas where the player can go and a number of different tasks that can be

done in any order However later in the game the environments are narrowed down

and the tasks the player has to conquer gets more tricky

Figure 27 FunnelPyramid structure Each letter represents a part of the story In part A the user has

a great deal of freedom which is successively narrowed down as the user advances through the story

ROUNDED STRUCTURE

The last structure discussed here which is also mentioned by Miller is called the

rounded structure (See Figure 28) Stories with rounded structure offer their users

almost unlimited ndash within certain limits ndash freedom On the other hand these

1 For example Escape From Monkey Island httpwwwlucasartscomproductsmonkey4 accessed

2006-12-15

Interactive storytelling

17

structures do not have a central storyline One example of an application with this

kind of structure is the massively multiplayer online role-playing game World of

Warcraft1

The players are placed in an enormous virtual world There is no main

quest but there are a large number of quests that the players can perform if they

want to As players perform these different quests they also learn about the history

of the game world and get to understand how the different people in the game

world are related to each other

Figure 28 Rounded structure Each part of the story is always accessible and can be read in any order

24 Applying interactive storytelling

In the following section a number of areas where interactive storytelling can be

useful are described Figure 29 is an attempt to structure the relationship between

the different concepts and to bring some clarity to this area since many concepts are

closely related to each other The following list provides a description of each of the

concepts discussed in this section

bull Promotion ndash A message distributed for lobbying purposes A promotional

campaign aims to inform or persuade people that something ndash it could be a

product a company an opinion an idea or something else ndash is good or bad

in some way According to Websterrsquos online dictionary2

promotion is the

ldquoencouragement of the progress or growth of somethingrdquo

bull Branding ndash The purpose of branding is to implant into a product or brand

an emotional association that makes people feel for example joy or

happiness (Spool 1996) Branding is used to make a productbrand to

distinguish from other productsbrands in the same segment

1 httpwwwworldofwarcraftcom accessed 2006-12-15

2 httpwwwwebsters-online-dictionaryorgdefinitionpromotion accessed 2006-12-12

David Moumlrtsell

18

bull Communication ndash With a wide definition communication is about

conveying a message about a product brand or companyrsquos ideas knowledge

values and attitudes1

bull Advertising ndash Advertising can be described as promotion taken a step

further with emphasis on selling the advertised product Websterrsquos online

dictionary claims2

that the goals of advertising include ldquoshort or long term

increases in sales market share awareness product information and image

improvementrdquo One example of an interactive advertising campaign is of

course the Planet in need site

bull Entertainment ndash The concept of entertainment needs no further definition

it is an activity undertaken mainly for the purpose of having fun Computer

games are a very large part of all entertaining interactive storytelling

bull Education ndash Just like entertainment education is a well-known concept

education is done to teach someone something It is difficult to point out the

differences between education and edutainment (described below) when

interactive storytelling is the method used learning new things can be

entertaining by itself

The three following concepts are not as established as the already introduced

ones However these concepts are more or less important within the area of

interactive storytelling and are therefore included here

bull Edutainment ndash The word is a combination of the words education and

entertainment which is also what this concept is about The description of this

word given by Websterrsquos online dictionary is3

ldquointeractive education and

entertainment services or software [hellip]rdquo One of the benefits that come with

entertaining education via interactive storytelling is that it is possible to

involve more of the studentsrsquo senses vision as well as hearing can be

activated The student will also use the mouse to perform different tasks and

perhaps they can use a microphone as well One example of interactive

storytelling with an educational (and entertaining) purpose is the Official US

Army game Americarsquos Army4

By going through different exercises and

performing in-game missions the players learn about different aspects of real

military duties

bull Infotainment ndash This is closely related to edutainment a mix of information

and entertainment Miller (Miller 2004) notes that it might be difficult to

distinguish information from education education also is about conveying

information Miller suggests that it might be the purpose rather than the

content that defines the difference between the two concepts By that she

means that with education the intention is to teach someone something

while information is less formal more optional Two examples of

infotainment sites are the anti-smoking campaign SmokeWeek5

and the

1 httpwwwwebsters-online-dictionaryorgdefinitioncommunication 2006-12-12

2 httpwwwwebsters-online-dictionaryorgdefinitionadvertise accessed 2006-12-12

3 httpwwwwebsters-online-dictionaryorgdefinitionedutainment accessed 2006-12-12

4 httpamericasarmycom accessed 2007-01-06

5 httpextranetottosemediaSmokeweekSmokeweek_ENGseottohtm accessed 2007-01-02

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 4: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Table of Contents

vii

Table of Contents

1 Introduction 9

2 Interactive storytelling 11

21 Storytelling 12

22 A taxonomy for interactive digital storytelling 12

23 Storytelling structures 14

24 Applying interactive storytelling 17

25 Games and storytelling 20

26 Interactive storytelling and advertising 21

27 Different levels of interaction 22

3 Different media platforms 25

31 Interactive Television set 25

32 Mobile devices 29

33 Game consoles 32

34 Personal computers 34

35 Other platforms 36

4 The demo application 37

41 Technical solution 37

42 Planet in need 38

43 Original version 39

44 Full version 42

45 Light version 47

46 Limitations of the prototype 49

5 Design guidelines 51

51 Interaction possibilities 51

52 Text 52

53 Navigation 53

54 Sound 55

55 Advertising specific guidelines 55

6 Discussion 57

Acknowledgements 59

References 61

Introduction

9

1Introduction

The current development of technology is that different platforms become more

similar This is often described as a convergence between different media and platforms

(Jenkins 2004) In this project media is defined as information or material in some

form and a platform can be described as a tool used to access a medium Examples

of different platforms are

bull TV sets ndash Mainly used to access the TV medium but also used for teletext

DVD and other media

bull Computers ndash The main medium is the internet in which there are many ways

to access other media such as radio and TV but a computer can be used to

access CD- and DVD-ROMs as well

bull Cell phones ndash Along with their roles as telephones and text messengers

many phones can be used to access the radio medium

Another important feature of many new media is that they are digital rather than

analog Digitally stored information demands less bandwidth for transmission it is

easily stored and can be accessed quickly (Miller 2004) Along with the technical

benefits of storing and transmitting information digitally storing it digitally makes it

easier to use in interactive applications Therefore more and more platforms will be

hosting interactive activities The convergence between different platforms makes it

possible to access and interact with interactive stories in different situations This

technological progress might also lead to a change in the way an interactive story is

told since the possible ways of interacting with the story changes

This project is made together with North Kingdom in Skelleftearing which as their web

site states provide innovative interactive design solutions They describe themselves

as ldquoa creative digital agencyrdquo North Kingdom creates advanced and ambitious

interactive web solutions most often in Flash for advertising andor communication

purposes Their projects are sometimes executed directly with clients and sometimes

in cooperation with other design agencies They have the resources to participate in

all parts of the design process including the creative process of producing a

conceptual design adjusting this concept to the customersrsquo needs and working out a

design proposal After this is done the work is passed on to the production part of

the process Illustrations animation 3D-modeling and programming are parts of this

process where North Kingdom also has the knowledge necessary to contribute

Since many of the productions made by North Kingdom contain storytelling

elements it is important for them to be continuously updated in the area of

interactive storytelling As a part of this process this projectrsquos aim was to present an

overview of a number of different platforms possibly useful for interactive

storytelling how they have been used so far and how they can be exploited in the

near future

David Moumlrtsell

10

Another part of this project has been to demonstrate how a web based interactive

story can be moved and adapted to an interactive television environment In order to

do this one of North Kingdomrsquos finished web productions called Planet in need1

has

been altered and adapted to a simulated interactive television environment This

application demonstrates some of the issues and possibilities for storytelling in such

an environment Since the focus in this project is on the content of the production

not on the technology the technology that would be required in order to make this

production work in a real interactive TV environment has not been considered in

this project

1 See the original version at httpwwwplanetinneedcom

Interactive storytelling

11

2Interactive storytelling

To be able to answer the question of how the changing technology affects

storytelling we first need to understand what digital storytelling means According to

Miller (Miller 2004) digital storytelling is ldquonarrative entertainment that reaches its

audience via digital technology and mediardquo A minor change to this definition

namely changing the word ldquodigitalrdquo to ldquoanalogrdquo would provide a definition that

could be used to describe what analog storytelling is Both kinds of storytelling can be

non-interactive as well as interactive An important difference between digital and

analog media is also according to Miller (Miller 2004) that digital media can easier

support interactivity The following table describes different kinds of media in the

context of these different properties

Analog Digital

Non-interactive Theatre cassette tape DVD (film) CD (music)

Interactive Role playing game Computer games

Table 21 Examples of different kinds of media

The non-interactive examples are quite straightforward ndash in most cases cassette

tapes DVD movies and music or audio book CDs present some kind of non-

interactive story Theatre plays differ from these media in that they are performed

live and must be experienced at a certain place at a certain time The example is not

perfect since a play can be filmed and shown on some other platform There are also

examples of ldquointeractiverdquo live theatre where teams of actors compete in improvising

around topics or scenes suggested by the audience

Concerning the interactive examples a role playing game is fundamentally an

interactive experience the Game Master (GM) is the one responsible for driving the

plot forward by reacting to the playersrsquo actions in an appropriate way The GM

usually has a game plan to follow but unexpected events or actions from the players

may force the GM to make changes ndash the only limit is the participantsrsquo imagination

(Peinardo 2004) The best example of a digital and interactive story is perhaps a

computer game There are different kinds of computer games but many games for

instance start by some kind of video or animation introducing the plot of the game

Often games present to its players a fictional world which it is up to them to save or

explore interactively

Interaction can be described as some mutual action between two or more participators

In the context of television the possibility to change the volume and to switch

channel can be seen as interactivity However these actions only change settings on

how the television set presents the signals and how the speakers are set In this

project the focus is on the possibility to interact more with the content of television

Examples of this could be the choice to show extra material related to the current

TV show or the possibility to choose what action the main character should take

Later in this section a table of different degrees of interaction will be presented

David Moumlrtsell

12

21 Storytelling

Storytelling is about telling stories but what then is a story According to Websterrsquos

online dictionary1

a story is ldquoan account describing incidents or eventsrdquo Stories can

be situated at different times and at different places They can describe real events

that have occurred long ago or recently Different stories can describe the same

event from different points of view or for different purposes Stories come in many

different forms such as myths legends plays movies novels documentaries

anecdotes and jokes Common purposes for telling a story include teaching

promotion information and ndash probably the most common purpose ndash entertainment

We here define the author of a story as the person or team that has created the story

The reader of a story is the one who reads watches listens to or in any other way

traverses or explores the story

According to Povinelli as cited by Miller (Miller 2004) the human species has an

innate need to connect the past present and the future and hence also a need to tell

stories Stories can aid us in understanding our own and other cultures and help us

better understand the world (Glassner 2001) They can also ease our learning of new

things such as a new language

22 A taxonomy for interactive digital storytelling

To identify the different building blocks of an interactive digital story in this report a

number of properties that might affect the telling of an interactive digital story are

described The following figure (See Figure 21) shows the different properties and

their relationship The concepts in this figure are all described and discussed later in

the report Another attempt to develop a taxonomy for digital storytelling has been

made by Paul and Fiebich (Paul and Fiebich 2005)

In the taxonomy developed by Paul and Fiebich five main elements of interactive

digital storytelling are discussed

bull Media ndash The material or information in the story can have different

properties Paul and Fiebich here discuss properties such as media type (eg

text video and photo) and whether it must be experienced live or if it is

accessible at anytime

bull Action ndash This element concerns the actions in the story Questions discussed

include whether the story is user or content driven and if the content itself is

static or dynamic

bull Relationship ndash This discusses the relationship between the user and the

content It is stated that this relationship can be open or closed in a number

of different ways For instance is the story linear or non-linear and is it in

some way customizable

bull Context ndash Paul and Fiebich use the concept context in a more limited sense

than how it is used in the rest of this report They have a more in-content

1 httpwwwwebsters-online-dictionaryorgdefinitionstory accessed 2006-12-12

Interactive storytelling

13

view of context and so they discuss what different kinds of content can

surround the story in question

bull Communication ndash This element contains a discussion about different kinds

of communication in a digital story For instance different types of

communication (eg mail chat and forum) are discussed as well as the

purpose of the communication

Paul and Fiebichrsquos taxonomy only discusses storytelling properties within the current

medium it does not suppport discussions about for instance the environment

surrounding the user when someone experiences a digital story

The attempted taxonomy in this report will discuss the degree of interaction the

structure of storytelling and a number of application areas These topics will be

covered in this section Context for instance the aspects listed in Figure 21 is tightly

connected with the platform used and will therefore be discussed separately for each

platform in a later section

Figure 21 Properties of interactive digital storytelling

David Moumlrtsell

14

23 Storytelling structures

Stories come in different forms In this section a number of different storytelling

structures will be described

LINEAR

The most common story structure is linear which means that one event is followed

by another event often chronologically A linear story is intended to be traversed

from point A to point B then from point B to point C etc (See Figure 22) If a

linear story is explored in some other way it is probably difficult for the reader to

understand the story A linear story is most often non-interactive and it is the form

used in most books and movies

Figure 22 A linear story The story should be read in numerical order

The plot in linear stories does not always occur chronologically In stories with

several parallel branches it is difficult to follow each part of the story simultaneously

Therefore such stories often follow one part at a time switching between the

different branches at appropriate times (See Figure 23) One example of this is

found in JRR Tolkienrsquos The Lord of the Rings where there are several parallel stories

Figure 23 Another linear story but with several branches The story should be read in numerical

order

Another less common variant of a linear story which does not occur in

chronological order is found in the movie Memento directed by Christopher Nolan

The plot is presented in a backward fashion where the event occurring first in time

occurs last in the story To follow this story chronologically the story would have to

be traversed from point D to point E then from point C to point D etc (See Figure

24)

Interactive storytelling

15

Figure 24 A special case of a linear story a reversed linear story The story should be read in

numerical order

The three mentioned story structures all tell linear stories no matter if there is one

single or several storylines According to Miller (Miller 2004) an interactive story has

to be non-linear An interactive story can include a central storyline but since the

readers of the story have the possibility to explore the story in various ways it cannot

be linear Miller also discusses a number of different structures for interactive stories

of which four are described here

STRING OF PEARLS

The structure closest to an ordinary linear story but that can allow the user to act

within the story is called the string of pearls (See Figure 25) The idea is that there are

critical points in the story that the user must always pass through to be able to come

to the next part of the story but between these points the user is allowed more

freedom This structure is often seen in computer games where the user may have a

critical task to perform before advancing to the next level The user may be free to

explore the environment or perform other non-critical tasks but in order to get to

the next level this critical task must be done

Figure 25 String of pearls Here each letter describes a part of the story and the thin lines between

the pearls describe critical points that must be passed to advance to the next part of the story

MODULAR STRUCTURE

Another structure Miller denotes as the modular structure (See Figure 26) According

to Miller this structure offers the user a number of different areas where the user can

go in any order When one area has been visited the user can pick another area until

all areas have been visited This structure is often found in educational applications

and is in some way similar to an ordinary web page Ordinary web pages are often

divided into different modules which can be accessed in any order

David Moumlrtsell

16

Figure 26 Modular structure The letters represent different parts of the story The parts can be

visited in any order

FUNNELPYRAMID STRUCTURE

The third structure described by Miller is called funnels or pyramids This kind of

structure initially offers the user a great degree of freedom and not much linearity

The freedom is then narrowed down towards the end (See Figure 27) This kind of

structure can be found in many adventure games such as the games in the Monkey

Island1

series In the first parts of the game the environment consists of several

different areas where the player can go and a number of different tasks that can be

done in any order However later in the game the environments are narrowed down

and the tasks the player has to conquer gets more tricky

Figure 27 FunnelPyramid structure Each letter represents a part of the story In part A the user has

a great deal of freedom which is successively narrowed down as the user advances through the story

ROUNDED STRUCTURE

The last structure discussed here which is also mentioned by Miller is called the

rounded structure (See Figure 28) Stories with rounded structure offer their users

almost unlimited ndash within certain limits ndash freedom On the other hand these

1 For example Escape From Monkey Island httpwwwlucasartscomproductsmonkey4 accessed

2006-12-15

Interactive storytelling

17

structures do not have a central storyline One example of an application with this

kind of structure is the massively multiplayer online role-playing game World of

Warcraft1

The players are placed in an enormous virtual world There is no main

quest but there are a large number of quests that the players can perform if they

want to As players perform these different quests they also learn about the history

of the game world and get to understand how the different people in the game

world are related to each other

Figure 28 Rounded structure Each part of the story is always accessible and can be read in any order

24 Applying interactive storytelling

In the following section a number of areas where interactive storytelling can be

useful are described Figure 29 is an attempt to structure the relationship between

the different concepts and to bring some clarity to this area since many concepts are

closely related to each other The following list provides a description of each of the

concepts discussed in this section

bull Promotion ndash A message distributed for lobbying purposes A promotional

campaign aims to inform or persuade people that something ndash it could be a

product a company an opinion an idea or something else ndash is good or bad

in some way According to Websterrsquos online dictionary2

promotion is the

ldquoencouragement of the progress or growth of somethingrdquo

bull Branding ndash The purpose of branding is to implant into a product or brand

an emotional association that makes people feel for example joy or

happiness (Spool 1996) Branding is used to make a productbrand to

distinguish from other productsbrands in the same segment

1 httpwwwworldofwarcraftcom accessed 2006-12-15

2 httpwwwwebsters-online-dictionaryorgdefinitionpromotion accessed 2006-12-12

David Moumlrtsell

18

bull Communication ndash With a wide definition communication is about

conveying a message about a product brand or companyrsquos ideas knowledge

values and attitudes1

bull Advertising ndash Advertising can be described as promotion taken a step

further with emphasis on selling the advertised product Websterrsquos online

dictionary claims2

that the goals of advertising include ldquoshort or long term

increases in sales market share awareness product information and image

improvementrdquo One example of an interactive advertising campaign is of

course the Planet in need site

bull Entertainment ndash The concept of entertainment needs no further definition

it is an activity undertaken mainly for the purpose of having fun Computer

games are a very large part of all entertaining interactive storytelling

bull Education ndash Just like entertainment education is a well-known concept

education is done to teach someone something It is difficult to point out the

differences between education and edutainment (described below) when

interactive storytelling is the method used learning new things can be

entertaining by itself

The three following concepts are not as established as the already introduced

ones However these concepts are more or less important within the area of

interactive storytelling and are therefore included here

bull Edutainment ndash The word is a combination of the words education and

entertainment which is also what this concept is about The description of this

word given by Websterrsquos online dictionary is3

ldquointeractive education and

entertainment services or software [hellip]rdquo One of the benefits that come with

entertaining education via interactive storytelling is that it is possible to

involve more of the studentsrsquo senses vision as well as hearing can be

activated The student will also use the mouse to perform different tasks and

perhaps they can use a microphone as well One example of interactive

storytelling with an educational (and entertaining) purpose is the Official US

Army game Americarsquos Army4

By going through different exercises and

performing in-game missions the players learn about different aspects of real

military duties

bull Infotainment ndash This is closely related to edutainment a mix of information

and entertainment Miller (Miller 2004) notes that it might be difficult to

distinguish information from education education also is about conveying

information Miller suggests that it might be the purpose rather than the

content that defines the difference between the two concepts By that she

means that with education the intention is to teach someone something

while information is less formal more optional Two examples of

infotainment sites are the anti-smoking campaign SmokeWeek5

and the

1 httpwwwwebsters-online-dictionaryorgdefinitioncommunication 2006-12-12

2 httpwwwwebsters-online-dictionaryorgdefinitionadvertise accessed 2006-12-12

3 httpwwwwebsters-online-dictionaryorgdefinitionedutainment accessed 2006-12-12

4 httpamericasarmycom accessed 2007-01-06

5 httpextranetottosemediaSmokeweekSmokeweek_ENGseottohtm accessed 2007-01-02

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 5: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Introduction

9

1Introduction

The current development of technology is that different platforms become more

similar This is often described as a convergence between different media and platforms

(Jenkins 2004) In this project media is defined as information or material in some

form and a platform can be described as a tool used to access a medium Examples

of different platforms are

bull TV sets ndash Mainly used to access the TV medium but also used for teletext

DVD and other media

bull Computers ndash The main medium is the internet in which there are many ways

to access other media such as radio and TV but a computer can be used to

access CD- and DVD-ROMs as well

bull Cell phones ndash Along with their roles as telephones and text messengers

many phones can be used to access the radio medium

Another important feature of many new media is that they are digital rather than

analog Digitally stored information demands less bandwidth for transmission it is

easily stored and can be accessed quickly (Miller 2004) Along with the technical

benefits of storing and transmitting information digitally storing it digitally makes it

easier to use in interactive applications Therefore more and more platforms will be

hosting interactive activities The convergence between different platforms makes it

possible to access and interact with interactive stories in different situations This

technological progress might also lead to a change in the way an interactive story is

told since the possible ways of interacting with the story changes

This project is made together with North Kingdom in Skelleftearing which as their web

site states provide innovative interactive design solutions They describe themselves

as ldquoa creative digital agencyrdquo North Kingdom creates advanced and ambitious

interactive web solutions most often in Flash for advertising andor communication

purposes Their projects are sometimes executed directly with clients and sometimes

in cooperation with other design agencies They have the resources to participate in

all parts of the design process including the creative process of producing a

conceptual design adjusting this concept to the customersrsquo needs and working out a

design proposal After this is done the work is passed on to the production part of

the process Illustrations animation 3D-modeling and programming are parts of this

process where North Kingdom also has the knowledge necessary to contribute

Since many of the productions made by North Kingdom contain storytelling

elements it is important for them to be continuously updated in the area of

interactive storytelling As a part of this process this projectrsquos aim was to present an

overview of a number of different platforms possibly useful for interactive

storytelling how they have been used so far and how they can be exploited in the

near future

David Moumlrtsell

10

Another part of this project has been to demonstrate how a web based interactive

story can be moved and adapted to an interactive television environment In order to

do this one of North Kingdomrsquos finished web productions called Planet in need1

has

been altered and adapted to a simulated interactive television environment This

application demonstrates some of the issues and possibilities for storytelling in such

an environment Since the focus in this project is on the content of the production

not on the technology the technology that would be required in order to make this

production work in a real interactive TV environment has not been considered in

this project

1 See the original version at httpwwwplanetinneedcom

Interactive storytelling

11

2Interactive storytelling

To be able to answer the question of how the changing technology affects

storytelling we first need to understand what digital storytelling means According to

Miller (Miller 2004) digital storytelling is ldquonarrative entertainment that reaches its

audience via digital technology and mediardquo A minor change to this definition

namely changing the word ldquodigitalrdquo to ldquoanalogrdquo would provide a definition that

could be used to describe what analog storytelling is Both kinds of storytelling can be

non-interactive as well as interactive An important difference between digital and

analog media is also according to Miller (Miller 2004) that digital media can easier

support interactivity The following table describes different kinds of media in the

context of these different properties

Analog Digital

Non-interactive Theatre cassette tape DVD (film) CD (music)

Interactive Role playing game Computer games

Table 21 Examples of different kinds of media

The non-interactive examples are quite straightforward ndash in most cases cassette

tapes DVD movies and music or audio book CDs present some kind of non-

interactive story Theatre plays differ from these media in that they are performed

live and must be experienced at a certain place at a certain time The example is not

perfect since a play can be filmed and shown on some other platform There are also

examples of ldquointeractiverdquo live theatre where teams of actors compete in improvising

around topics or scenes suggested by the audience

Concerning the interactive examples a role playing game is fundamentally an

interactive experience the Game Master (GM) is the one responsible for driving the

plot forward by reacting to the playersrsquo actions in an appropriate way The GM

usually has a game plan to follow but unexpected events or actions from the players

may force the GM to make changes ndash the only limit is the participantsrsquo imagination

(Peinardo 2004) The best example of a digital and interactive story is perhaps a

computer game There are different kinds of computer games but many games for

instance start by some kind of video or animation introducing the plot of the game

Often games present to its players a fictional world which it is up to them to save or

explore interactively

Interaction can be described as some mutual action between two or more participators

In the context of television the possibility to change the volume and to switch

channel can be seen as interactivity However these actions only change settings on

how the television set presents the signals and how the speakers are set In this

project the focus is on the possibility to interact more with the content of television

Examples of this could be the choice to show extra material related to the current

TV show or the possibility to choose what action the main character should take

Later in this section a table of different degrees of interaction will be presented

David Moumlrtsell

12

21 Storytelling

Storytelling is about telling stories but what then is a story According to Websterrsquos

online dictionary1

a story is ldquoan account describing incidents or eventsrdquo Stories can

be situated at different times and at different places They can describe real events

that have occurred long ago or recently Different stories can describe the same

event from different points of view or for different purposes Stories come in many

different forms such as myths legends plays movies novels documentaries

anecdotes and jokes Common purposes for telling a story include teaching

promotion information and ndash probably the most common purpose ndash entertainment

We here define the author of a story as the person or team that has created the story

The reader of a story is the one who reads watches listens to or in any other way

traverses or explores the story

According to Povinelli as cited by Miller (Miller 2004) the human species has an

innate need to connect the past present and the future and hence also a need to tell

stories Stories can aid us in understanding our own and other cultures and help us

better understand the world (Glassner 2001) They can also ease our learning of new

things such as a new language

22 A taxonomy for interactive digital storytelling

To identify the different building blocks of an interactive digital story in this report a

number of properties that might affect the telling of an interactive digital story are

described The following figure (See Figure 21) shows the different properties and

their relationship The concepts in this figure are all described and discussed later in

the report Another attempt to develop a taxonomy for digital storytelling has been

made by Paul and Fiebich (Paul and Fiebich 2005)

In the taxonomy developed by Paul and Fiebich five main elements of interactive

digital storytelling are discussed

bull Media ndash The material or information in the story can have different

properties Paul and Fiebich here discuss properties such as media type (eg

text video and photo) and whether it must be experienced live or if it is

accessible at anytime

bull Action ndash This element concerns the actions in the story Questions discussed

include whether the story is user or content driven and if the content itself is

static or dynamic

bull Relationship ndash This discusses the relationship between the user and the

content It is stated that this relationship can be open or closed in a number

of different ways For instance is the story linear or non-linear and is it in

some way customizable

bull Context ndash Paul and Fiebich use the concept context in a more limited sense

than how it is used in the rest of this report They have a more in-content

1 httpwwwwebsters-online-dictionaryorgdefinitionstory accessed 2006-12-12

Interactive storytelling

13

view of context and so they discuss what different kinds of content can

surround the story in question

bull Communication ndash This element contains a discussion about different kinds

of communication in a digital story For instance different types of

communication (eg mail chat and forum) are discussed as well as the

purpose of the communication

Paul and Fiebichrsquos taxonomy only discusses storytelling properties within the current

medium it does not suppport discussions about for instance the environment

surrounding the user when someone experiences a digital story

The attempted taxonomy in this report will discuss the degree of interaction the

structure of storytelling and a number of application areas These topics will be

covered in this section Context for instance the aspects listed in Figure 21 is tightly

connected with the platform used and will therefore be discussed separately for each

platform in a later section

Figure 21 Properties of interactive digital storytelling

David Moumlrtsell

14

23 Storytelling structures

Stories come in different forms In this section a number of different storytelling

structures will be described

LINEAR

The most common story structure is linear which means that one event is followed

by another event often chronologically A linear story is intended to be traversed

from point A to point B then from point B to point C etc (See Figure 22) If a

linear story is explored in some other way it is probably difficult for the reader to

understand the story A linear story is most often non-interactive and it is the form

used in most books and movies

Figure 22 A linear story The story should be read in numerical order

The plot in linear stories does not always occur chronologically In stories with

several parallel branches it is difficult to follow each part of the story simultaneously

Therefore such stories often follow one part at a time switching between the

different branches at appropriate times (See Figure 23) One example of this is

found in JRR Tolkienrsquos The Lord of the Rings where there are several parallel stories

Figure 23 Another linear story but with several branches The story should be read in numerical

order

Another less common variant of a linear story which does not occur in

chronological order is found in the movie Memento directed by Christopher Nolan

The plot is presented in a backward fashion where the event occurring first in time

occurs last in the story To follow this story chronologically the story would have to

be traversed from point D to point E then from point C to point D etc (See Figure

24)

Interactive storytelling

15

Figure 24 A special case of a linear story a reversed linear story The story should be read in

numerical order

The three mentioned story structures all tell linear stories no matter if there is one

single or several storylines According to Miller (Miller 2004) an interactive story has

to be non-linear An interactive story can include a central storyline but since the

readers of the story have the possibility to explore the story in various ways it cannot

be linear Miller also discusses a number of different structures for interactive stories

of which four are described here

STRING OF PEARLS

The structure closest to an ordinary linear story but that can allow the user to act

within the story is called the string of pearls (See Figure 25) The idea is that there are

critical points in the story that the user must always pass through to be able to come

to the next part of the story but between these points the user is allowed more

freedom This structure is often seen in computer games where the user may have a

critical task to perform before advancing to the next level The user may be free to

explore the environment or perform other non-critical tasks but in order to get to

the next level this critical task must be done

Figure 25 String of pearls Here each letter describes a part of the story and the thin lines between

the pearls describe critical points that must be passed to advance to the next part of the story

MODULAR STRUCTURE

Another structure Miller denotes as the modular structure (See Figure 26) According

to Miller this structure offers the user a number of different areas where the user can

go in any order When one area has been visited the user can pick another area until

all areas have been visited This structure is often found in educational applications

and is in some way similar to an ordinary web page Ordinary web pages are often

divided into different modules which can be accessed in any order

David Moumlrtsell

16

Figure 26 Modular structure The letters represent different parts of the story The parts can be

visited in any order

FUNNELPYRAMID STRUCTURE

The third structure described by Miller is called funnels or pyramids This kind of

structure initially offers the user a great degree of freedom and not much linearity

The freedom is then narrowed down towards the end (See Figure 27) This kind of

structure can be found in many adventure games such as the games in the Monkey

Island1

series In the first parts of the game the environment consists of several

different areas where the player can go and a number of different tasks that can be

done in any order However later in the game the environments are narrowed down

and the tasks the player has to conquer gets more tricky

Figure 27 FunnelPyramid structure Each letter represents a part of the story In part A the user has

a great deal of freedom which is successively narrowed down as the user advances through the story

ROUNDED STRUCTURE

The last structure discussed here which is also mentioned by Miller is called the

rounded structure (See Figure 28) Stories with rounded structure offer their users

almost unlimited ndash within certain limits ndash freedom On the other hand these

1 For example Escape From Monkey Island httpwwwlucasartscomproductsmonkey4 accessed

2006-12-15

Interactive storytelling

17

structures do not have a central storyline One example of an application with this

kind of structure is the massively multiplayer online role-playing game World of

Warcraft1

The players are placed in an enormous virtual world There is no main

quest but there are a large number of quests that the players can perform if they

want to As players perform these different quests they also learn about the history

of the game world and get to understand how the different people in the game

world are related to each other

Figure 28 Rounded structure Each part of the story is always accessible and can be read in any order

24 Applying interactive storytelling

In the following section a number of areas where interactive storytelling can be

useful are described Figure 29 is an attempt to structure the relationship between

the different concepts and to bring some clarity to this area since many concepts are

closely related to each other The following list provides a description of each of the

concepts discussed in this section

bull Promotion ndash A message distributed for lobbying purposes A promotional

campaign aims to inform or persuade people that something ndash it could be a

product a company an opinion an idea or something else ndash is good or bad

in some way According to Websterrsquos online dictionary2

promotion is the

ldquoencouragement of the progress or growth of somethingrdquo

bull Branding ndash The purpose of branding is to implant into a product or brand

an emotional association that makes people feel for example joy or

happiness (Spool 1996) Branding is used to make a productbrand to

distinguish from other productsbrands in the same segment

1 httpwwwworldofwarcraftcom accessed 2006-12-15

2 httpwwwwebsters-online-dictionaryorgdefinitionpromotion accessed 2006-12-12

David Moumlrtsell

18

bull Communication ndash With a wide definition communication is about

conveying a message about a product brand or companyrsquos ideas knowledge

values and attitudes1

bull Advertising ndash Advertising can be described as promotion taken a step

further with emphasis on selling the advertised product Websterrsquos online

dictionary claims2

that the goals of advertising include ldquoshort or long term

increases in sales market share awareness product information and image

improvementrdquo One example of an interactive advertising campaign is of

course the Planet in need site

bull Entertainment ndash The concept of entertainment needs no further definition

it is an activity undertaken mainly for the purpose of having fun Computer

games are a very large part of all entertaining interactive storytelling

bull Education ndash Just like entertainment education is a well-known concept

education is done to teach someone something It is difficult to point out the

differences between education and edutainment (described below) when

interactive storytelling is the method used learning new things can be

entertaining by itself

The three following concepts are not as established as the already introduced

ones However these concepts are more or less important within the area of

interactive storytelling and are therefore included here

bull Edutainment ndash The word is a combination of the words education and

entertainment which is also what this concept is about The description of this

word given by Websterrsquos online dictionary is3

ldquointeractive education and

entertainment services or software [hellip]rdquo One of the benefits that come with

entertaining education via interactive storytelling is that it is possible to

involve more of the studentsrsquo senses vision as well as hearing can be

activated The student will also use the mouse to perform different tasks and

perhaps they can use a microphone as well One example of interactive

storytelling with an educational (and entertaining) purpose is the Official US

Army game Americarsquos Army4

By going through different exercises and

performing in-game missions the players learn about different aspects of real

military duties

bull Infotainment ndash This is closely related to edutainment a mix of information

and entertainment Miller (Miller 2004) notes that it might be difficult to

distinguish information from education education also is about conveying

information Miller suggests that it might be the purpose rather than the

content that defines the difference between the two concepts By that she

means that with education the intention is to teach someone something

while information is less formal more optional Two examples of

infotainment sites are the anti-smoking campaign SmokeWeek5

and the

1 httpwwwwebsters-online-dictionaryorgdefinitioncommunication 2006-12-12

2 httpwwwwebsters-online-dictionaryorgdefinitionadvertise accessed 2006-12-12

3 httpwwwwebsters-online-dictionaryorgdefinitionedutainment accessed 2006-12-12

4 httpamericasarmycom accessed 2007-01-06

5 httpextranetottosemediaSmokeweekSmokeweek_ENGseottohtm accessed 2007-01-02

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 6: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

10

Another part of this project has been to demonstrate how a web based interactive

story can be moved and adapted to an interactive television environment In order to

do this one of North Kingdomrsquos finished web productions called Planet in need1

has

been altered and adapted to a simulated interactive television environment This

application demonstrates some of the issues and possibilities for storytelling in such

an environment Since the focus in this project is on the content of the production

not on the technology the technology that would be required in order to make this

production work in a real interactive TV environment has not been considered in

this project

1 See the original version at httpwwwplanetinneedcom

Interactive storytelling

11

2Interactive storytelling

To be able to answer the question of how the changing technology affects

storytelling we first need to understand what digital storytelling means According to

Miller (Miller 2004) digital storytelling is ldquonarrative entertainment that reaches its

audience via digital technology and mediardquo A minor change to this definition

namely changing the word ldquodigitalrdquo to ldquoanalogrdquo would provide a definition that

could be used to describe what analog storytelling is Both kinds of storytelling can be

non-interactive as well as interactive An important difference between digital and

analog media is also according to Miller (Miller 2004) that digital media can easier

support interactivity The following table describes different kinds of media in the

context of these different properties

Analog Digital

Non-interactive Theatre cassette tape DVD (film) CD (music)

Interactive Role playing game Computer games

Table 21 Examples of different kinds of media

The non-interactive examples are quite straightforward ndash in most cases cassette

tapes DVD movies and music or audio book CDs present some kind of non-

interactive story Theatre plays differ from these media in that they are performed

live and must be experienced at a certain place at a certain time The example is not

perfect since a play can be filmed and shown on some other platform There are also

examples of ldquointeractiverdquo live theatre where teams of actors compete in improvising

around topics or scenes suggested by the audience

Concerning the interactive examples a role playing game is fundamentally an

interactive experience the Game Master (GM) is the one responsible for driving the

plot forward by reacting to the playersrsquo actions in an appropriate way The GM

usually has a game plan to follow but unexpected events or actions from the players

may force the GM to make changes ndash the only limit is the participantsrsquo imagination

(Peinardo 2004) The best example of a digital and interactive story is perhaps a

computer game There are different kinds of computer games but many games for

instance start by some kind of video or animation introducing the plot of the game

Often games present to its players a fictional world which it is up to them to save or

explore interactively

Interaction can be described as some mutual action between two or more participators

In the context of television the possibility to change the volume and to switch

channel can be seen as interactivity However these actions only change settings on

how the television set presents the signals and how the speakers are set In this

project the focus is on the possibility to interact more with the content of television

Examples of this could be the choice to show extra material related to the current

TV show or the possibility to choose what action the main character should take

Later in this section a table of different degrees of interaction will be presented

David Moumlrtsell

12

21 Storytelling

Storytelling is about telling stories but what then is a story According to Websterrsquos

online dictionary1

a story is ldquoan account describing incidents or eventsrdquo Stories can

be situated at different times and at different places They can describe real events

that have occurred long ago or recently Different stories can describe the same

event from different points of view or for different purposes Stories come in many

different forms such as myths legends plays movies novels documentaries

anecdotes and jokes Common purposes for telling a story include teaching

promotion information and ndash probably the most common purpose ndash entertainment

We here define the author of a story as the person or team that has created the story

The reader of a story is the one who reads watches listens to or in any other way

traverses or explores the story

According to Povinelli as cited by Miller (Miller 2004) the human species has an

innate need to connect the past present and the future and hence also a need to tell

stories Stories can aid us in understanding our own and other cultures and help us

better understand the world (Glassner 2001) They can also ease our learning of new

things such as a new language

22 A taxonomy for interactive digital storytelling

To identify the different building blocks of an interactive digital story in this report a

number of properties that might affect the telling of an interactive digital story are

described The following figure (See Figure 21) shows the different properties and

their relationship The concepts in this figure are all described and discussed later in

the report Another attempt to develop a taxonomy for digital storytelling has been

made by Paul and Fiebich (Paul and Fiebich 2005)

In the taxonomy developed by Paul and Fiebich five main elements of interactive

digital storytelling are discussed

bull Media ndash The material or information in the story can have different

properties Paul and Fiebich here discuss properties such as media type (eg

text video and photo) and whether it must be experienced live or if it is

accessible at anytime

bull Action ndash This element concerns the actions in the story Questions discussed

include whether the story is user or content driven and if the content itself is

static or dynamic

bull Relationship ndash This discusses the relationship between the user and the

content It is stated that this relationship can be open or closed in a number

of different ways For instance is the story linear or non-linear and is it in

some way customizable

bull Context ndash Paul and Fiebich use the concept context in a more limited sense

than how it is used in the rest of this report They have a more in-content

1 httpwwwwebsters-online-dictionaryorgdefinitionstory accessed 2006-12-12

Interactive storytelling

13

view of context and so they discuss what different kinds of content can

surround the story in question

bull Communication ndash This element contains a discussion about different kinds

of communication in a digital story For instance different types of

communication (eg mail chat and forum) are discussed as well as the

purpose of the communication

Paul and Fiebichrsquos taxonomy only discusses storytelling properties within the current

medium it does not suppport discussions about for instance the environment

surrounding the user when someone experiences a digital story

The attempted taxonomy in this report will discuss the degree of interaction the

structure of storytelling and a number of application areas These topics will be

covered in this section Context for instance the aspects listed in Figure 21 is tightly

connected with the platform used and will therefore be discussed separately for each

platform in a later section

Figure 21 Properties of interactive digital storytelling

David Moumlrtsell

14

23 Storytelling structures

Stories come in different forms In this section a number of different storytelling

structures will be described

LINEAR

The most common story structure is linear which means that one event is followed

by another event often chronologically A linear story is intended to be traversed

from point A to point B then from point B to point C etc (See Figure 22) If a

linear story is explored in some other way it is probably difficult for the reader to

understand the story A linear story is most often non-interactive and it is the form

used in most books and movies

Figure 22 A linear story The story should be read in numerical order

The plot in linear stories does not always occur chronologically In stories with

several parallel branches it is difficult to follow each part of the story simultaneously

Therefore such stories often follow one part at a time switching between the

different branches at appropriate times (See Figure 23) One example of this is

found in JRR Tolkienrsquos The Lord of the Rings where there are several parallel stories

Figure 23 Another linear story but with several branches The story should be read in numerical

order

Another less common variant of a linear story which does not occur in

chronological order is found in the movie Memento directed by Christopher Nolan

The plot is presented in a backward fashion where the event occurring first in time

occurs last in the story To follow this story chronologically the story would have to

be traversed from point D to point E then from point C to point D etc (See Figure

24)

Interactive storytelling

15

Figure 24 A special case of a linear story a reversed linear story The story should be read in

numerical order

The three mentioned story structures all tell linear stories no matter if there is one

single or several storylines According to Miller (Miller 2004) an interactive story has

to be non-linear An interactive story can include a central storyline but since the

readers of the story have the possibility to explore the story in various ways it cannot

be linear Miller also discusses a number of different structures for interactive stories

of which four are described here

STRING OF PEARLS

The structure closest to an ordinary linear story but that can allow the user to act

within the story is called the string of pearls (See Figure 25) The idea is that there are

critical points in the story that the user must always pass through to be able to come

to the next part of the story but between these points the user is allowed more

freedom This structure is often seen in computer games where the user may have a

critical task to perform before advancing to the next level The user may be free to

explore the environment or perform other non-critical tasks but in order to get to

the next level this critical task must be done

Figure 25 String of pearls Here each letter describes a part of the story and the thin lines between

the pearls describe critical points that must be passed to advance to the next part of the story

MODULAR STRUCTURE

Another structure Miller denotes as the modular structure (See Figure 26) According

to Miller this structure offers the user a number of different areas where the user can

go in any order When one area has been visited the user can pick another area until

all areas have been visited This structure is often found in educational applications

and is in some way similar to an ordinary web page Ordinary web pages are often

divided into different modules which can be accessed in any order

David Moumlrtsell

16

Figure 26 Modular structure The letters represent different parts of the story The parts can be

visited in any order

FUNNELPYRAMID STRUCTURE

The third structure described by Miller is called funnels or pyramids This kind of

structure initially offers the user a great degree of freedom and not much linearity

The freedom is then narrowed down towards the end (See Figure 27) This kind of

structure can be found in many adventure games such as the games in the Monkey

Island1

series In the first parts of the game the environment consists of several

different areas where the player can go and a number of different tasks that can be

done in any order However later in the game the environments are narrowed down

and the tasks the player has to conquer gets more tricky

Figure 27 FunnelPyramid structure Each letter represents a part of the story In part A the user has

a great deal of freedom which is successively narrowed down as the user advances through the story

ROUNDED STRUCTURE

The last structure discussed here which is also mentioned by Miller is called the

rounded structure (See Figure 28) Stories with rounded structure offer their users

almost unlimited ndash within certain limits ndash freedom On the other hand these

1 For example Escape From Monkey Island httpwwwlucasartscomproductsmonkey4 accessed

2006-12-15

Interactive storytelling

17

structures do not have a central storyline One example of an application with this

kind of structure is the massively multiplayer online role-playing game World of

Warcraft1

The players are placed in an enormous virtual world There is no main

quest but there are a large number of quests that the players can perform if they

want to As players perform these different quests they also learn about the history

of the game world and get to understand how the different people in the game

world are related to each other

Figure 28 Rounded structure Each part of the story is always accessible and can be read in any order

24 Applying interactive storytelling

In the following section a number of areas where interactive storytelling can be

useful are described Figure 29 is an attempt to structure the relationship between

the different concepts and to bring some clarity to this area since many concepts are

closely related to each other The following list provides a description of each of the

concepts discussed in this section

bull Promotion ndash A message distributed for lobbying purposes A promotional

campaign aims to inform or persuade people that something ndash it could be a

product a company an opinion an idea or something else ndash is good or bad

in some way According to Websterrsquos online dictionary2

promotion is the

ldquoencouragement of the progress or growth of somethingrdquo

bull Branding ndash The purpose of branding is to implant into a product or brand

an emotional association that makes people feel for example joy or

happiness (Spool 1996) Branding is used to make a productbrand to

distinguish from other productsbrands in the same segment

1 httpwwwworldofwarcraftcom accessed 2006-12-15

2 httpwwwwebsters-online-dictionaryorgdefinitionpromotion accessed 2006-12-12

David Moumlrtsell

18

bull Communication ndash With a wide definition communication is about

conveying a message about a product brand or companyrsquos ideas knowledge

values and attitudes1

bull Advertising ndash Advertising can be described as promotion taken a step

further with emphasis on selling the advertised product Websterrsquos online

dictionary claims2

that the goals of advertising include ldquoshort or long term

increases in sales market share awareness product information and image

improvementrdquo One example of an interactive advertising campaign is of

course the Planet in need site

bull Entertainment ndash The concept of entertainment needs no further definition

it is an activity undertaken mainly for the purpose of having fun Computer

games are a very large part of all entertaining interactive storytelling

bull Education ndash Just like entertainment education is a well-known concept

education is done to teach someone something It is difficult to point out the

differences between education and edutainment (described below) when

interactive storytelling is the method used learning new things can be

entertaining by itself

The three following concepts are not as established as the already introduced

ones However these concepts are more or less important within the area of

interactive storytelling and are therefore included here

bull Edutainment ndash The word is a combination of the words education and

entertainment which is also what this concept is about The description of this

word given by Websterrsquos online dictionary is3

ldquointeractive education and

entertainment services or software [hellip]rdquo One of the benefits that come with

entertaining education via interactive storytelling is that it is possible to

involve more of the studentsrsquo senses vision as well as hearing can be

activated The student will also use the mouse to perform different tasks and

perhaps they can use a microphone as well One example of interactive

storytelling with an educational (and entertaining) purpose is the Official US

Army game Americarsquos Army4

By going through different exercises and

performing in-game missions the players learn about different aspects of real

military duties

bull Infotainment ndash This is closely related to edutainment a mix of information

and entertainment Miller (Miller 2004) notes that it might be difficult to

distinguish information from education education also is about conveying

information Miller suggests that it might be the purpose rather than the

content that defines the difference between the two concepts By that she

means that with education the intention is to teach someone something

while information is less formal more optional Two examples of

infotainment sites are the anti-smoking campaign SmokeWeek5

and the

1 httpwwwwebsters-online-dictionaryorgdefinitioncommunication 2006-12-12

2 httpwwwwebsters-online-dictionaryorgdefinitionadvertise accessed 2006-12-12

3 httpwwwwebsters-online-dictionaryorgdefinitionedutainment accessed 2006-12-12

4 httpamericasarmycom accessed 2007-01-06

5 httpextranetottosemediaSmokeweekSmokeweek_ENGseottohtm accessed 2007-01-02

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 7: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Interactive storytelling

11

2Interactive storytelling

To be able to answer the question of how the changing technology affects

storytelling we first need to understand what digital storytelling means According to

Miller (Miller 2004) digital storytelling is ldquonarrative entertainment that reaches its

audience via digital technology and mediardquo A minor change to this definition

namely changing the word ldquodigitalrdquo to ldquoanalogrdquo would provide a definition that

could be used to describe what analog storytelling is Both kinds of storytelling can be

non-interactive as well as interactive An important difference between digital and

analog media is also according to Miller (Miller 2004) that digital media can easier

support interactivity The following table describes different kinds of media in the

context of these different properties

Analog Digital

Non-interactive Theatre cassette tape DVD (film) CD (music)

Interactive Role playing game Computer games

Table 21 Examples of different kinds of media

The non-interactive examples are quite straightforward ndash in most cases cassette

tapes DVD movies and music or audio book CDs present some kind of non-

interactive story Theatre plays differ from these media in that they are performed

live and must be experienced at a certain place at a certain time The example is not

perfect since a play can be filmed and shown on some other platform There are also

examples of ldquointeractiverdquo live theatre where teams of actors compete in improvising

around topics or scenes suggested by the audience

Concerning the interactive examples a role playing game is fundamentally an

interactive experience the Game Master (GM) is the one responsible for driving the

plot forward by reacting to the playersrsquo actions in an appropriate way The GM

usually has a game plan to follow but unexpected events or actions from the players

may force the GM to make changes ndash the only limit is the participantsrsquo imagination

(Peinardo 2004) The best example of a digital and interactive story is perhaps a

computer game There are different kinds of computer games but many games for

instance start by some kind of video or animation introducing the plot of the game

Often games present to its players a fictional world which it is up to them to save or

explore interactively

Interaction can be described as some mutual action between two or more participators

In the context of television the possibility to change the volume and to switch

channel can be seen as interactivity However these actions only change settings on

how the television set presents the signals and how the speakers are set In this

project the focus is on the possibility to interact more with the content of television

Examples of this could be the choice to show extra material related to the current

TV show or the possibility to choose what action the main character should take

Later in this section a table of different degrees of interaction will be presented

David Moumlrtsell

12

21 Storytelling

Storytelling is about telling stories but what then is a story According to Websterrsquos

online dictionary1

a story is ldquoan account describing incidents or eventsrdquo Stories can

be situated at different times and at different places They can describe real events

that have occurred long ago or recently Different stories can describe the same

event from different points of view or for different purposes Stories come in many

different forms such as myths legends plays movies novels documentaries

anecdotes and jokes Common purposes for telling a story include teaching

promotion information and ndash probably the most common purpose ndash entertainment

We here define the author of a story as the person or team that has created the story

The reader of a story is the one who reads watches listens to or in any other way

traverses or explores the story

According to Povinelli as cited by Miller (Miller 2004) the human species has an

innate need to connect the past present and the future and hence also a need to tell

stories Stories can aid us in understanding our own and other cultures and help us

better understand the world (Glassner 2001) They can also ease our learning of new

things such as a new language

22 A taxonomy for interactive digital storytelling

To identify the different building blocks of an interactive digital story in this report a

number of properties that might affect the telling of an interactive digital story are

described The following figure (See Figure 21) shows the different properties and

their relationship The concepts in this figure are all described and discussed later in

the report Another attempt to develop a taxonomy for digital storytelling has been

made by Paul and Fiebich (Paul and Fiebich 2005)

In the taxonomy developed by Paul and Fiebich five main elements of interactive

digital storytelling are discussed

bull Media ndash The material or information in the story can have different

properties Paul and Fiebich here discuss properties such as media type (eg

text video and photo) and whether it must be experienced live or if it is

accessible at anytime

bull Action ndash This element concerns the actions in the story Questions discussed

include whether the story is user or content driven and if the content itself is

static or dynamic

bull Relationship ndash This discusses the relationship between the user and the

content It is stated that this relationship can be open or closed in a number

of different ways For instance is the story linear or non-linear and is it in

some way customizable

bull Context ndash Paul and Fiebich use the concept context in a more limited sense

than how it is used in the rest of this report They have a more in-content

1 httpwwwwebsters-online-dictionaryorgdefinitionstory accessed 2006-12-12

Interactive storytelling

13

view of context and so they discuss what different kinds of content can

surround the story in question

bull Communication ndash This element contains a discussion about different kinds

of communication in a digital story For instance different types of

communication (eg mail chat and forum) are discussed as well as the

purpose of the communication

Paul and Fiebichrsquos taxonomy only discusses storytelling properties within the current

medium it does not suppport discussions about for instance the environment

surrounding the user when someone experiences a digital story

The attempted taxonomy in this report will discuss the degree of interaction the

structure of storytelling and a number of application areas These topics will be

covered in this section Context for instance the aspects listed in Figure 21 is tightly

connected with the platform used and will therefore be discussed separately for each

platform in a later section

Figure 21 Properties of interactive digital storytelling

David Moumlrtsell

14

23 Storytelling structures

Stories come in different forms In this section a number of different storytelling

structures will be described

LINEAR

The most common story structure is linear which means that one event is followed

by another event often chronologically A linear story is intended to be traversed

from point A to point B then from point B to point C etc (See Figure 22) If a

linear story is explored in some other way it is probably difficult for the reader to

understand the story A linear story is most often non-interactive and it is the form

used in most books and movies

Figure 22 A linear story The story should be read in numerical order

The plot in linear stories does not always occur chronologically In stories with

several parallel branches it is difficult to follow each part of the story simultaneously

Therefore such stories often follow one part at a time switching between the

different branches at appropriate times (See Figure 23) One example of this is

found in JRR Tolkienrsquos The Lord of the Rings where there are several parallel stories

Figure 23 Another linear story but with several branches The story should be read in numerical

order

Another less common variant of a linear story which does not occur in

chronological order is found in the movie Memento directed by Christopher Nolan

The plot is presented in a backward fashion where the event occurring first in time

occurs last in the story To follow this story chronologically the story would have to

be traversed from point D to point E then from point C to point D etc (See Figure

24)

Interactive storytelling

15

Figure 24 A special case of a linear story a reversed linear story The story should be read in

numerical order

The three mentioned story structures all tell linear stories no matter if there is one

single or several storylines According to Miller (Miller 2004) an interactive story has

to be non-linear An interactive story can include a central storyline but since the

readers of the story have the possibility to explore the story in various ways it cannot

be linear Miller also discusses a number of different structures for interactive stories

of which four are described here

STRING OF PEARLS

The structure closest to an ordinary linear story but that can allow the user to act

within the story is called the string of pearls (See Figure 25) The idea is that there are

critical points in the story that the user must always pass through to be able to come

to the next part of the story but between these points the user is allowed more

freedom This structure is often seen in computer games where the user may have a

critical task to perform before advancing to the next level The user may be free to

explore the environment or perform other non-critical tasks but in order to get to

the next level this critical task must be done

Figure 25 String of pearls Here each letter describes a part of the story and the thin lines between

the pearls describe critical points that must be passed to advance to the next part of the story

MODULAR STRUCTURE

Another structure Miller denotes as the modular structure (See Figure 26) According

to Miller this structure offers the user a number of different areas where the user can

go in any order When one area has been visited the user can pick another area until

all areas have been visited This structure is often found in educational applications

and is in some way similar to an ordinary web page Ordinary web pages are often

divided into different modules which can be accessed in any order

David Moumlrtsell

16

Figure 26 Modular structure The letters represent different parts of the story The parts can be

visited in any order

FUNNELPYRAMID STRUCTURE

The third structure described by Miller is called funnels or pyramids This kind of

structure initially offers the user a great degree of freedom and not much linearity

The freedom is then narrowed down towards the end (See Figure 27) This kind of

structure can be found in many adventure games such as the games in the Monkey

Island1

series In the first parts of the game the environment consists of several

different areas where the player can go and a number of different tasks that can be

done in any order However later in the game the environments are narrowed down

and the tasks the player has to conquer gets more tricky

Figure 27 FunnelPyramid structure Each letter represents a part of the story In part A the user has

a great deal of freedom which is successively narrowed down as the user advances through the story

ROUNDED STRUCTURE

The last structure discussed here which is also mentioned by Miller is called the

rounded structure (See Figure 28) Stories with rounded structure offer their users

almost unlimited ndash within certain limits ndash freedom On the other hand these

1 For example Escape From Monkey Island httpwwwlucasartscomproductsmonkey4 accessed

2006-12-15

Interactive storytelling

17

structures do not have a central storyline One example of an application with this

kind of structure is the massively multiplayer online role-playing game World of

Warcraft1

The players are placed in an enormous virtual world There is no main

quest but there are a large number of quests that the players can perform if they

want to As players perform these different quests they also learn about the history

of the game world and get to understand how the different people in the game

world are related to each other

Figure 28 Rounded structure Each part of the story is always accessible and can be read in any order

24 Applying interactive storytelling

In the following section a number of areas where interactive storytelling can be

useful are described Figure 29 is an attempt to structure the relationship between

the different concepts and to bring some clarity to this area since many concepts are

closely related to each other The following list provides a description of each of the

concepts discussed in this section

bull Promotion ndash A message distributed for lobbying purposes A promotional

campaign aims to inform or persuade people that something ndash it could be a

product a company an opinion an idea or something else ndash is good or bad

in some way According to Websterrsquos online dictionary2

promotion is the

ldquoencouragement of the progress or growth of somethingrdquo

bull Branding ndash The purpose of branding is to implant into a product or brand

an emotional association that makes people feel for example joy or

happiness (Spool 1996) Branding is used to make a productbrand to

distinguish from other productsbrands in the same segment

1 httpwwwworldofwarcraftcom accessed 2006-12-15

2 httpwwwwebsters-online-dictionaryorgdefinitionpromotion accessed 2006-12-12

David Moumlrtsell

18

bull Communication ndash With a wide definition communication is about

conveying a message about a product brand or companyrsquos ideas knowledge

values and attitudes1

bull Advertising ndash Advertising can be described as promotion taken a step

further with emphasis on selling the advertised product Websterrsquos online

dictionary claims2

that the goals of advertising include ldquoshort or long term

increases in sales market share awareness product information and image

improvementrdquo One example of an interactive advertising campaign is of

course the Planet in need site

bull Entertainment ndash The concept of entertainment needs no further definition

it is an activity undertaken mainly for the purpose of having fun Computer

games are a very large part of all entertaining interactive storytelling

bull Education ndash Just like entertainment education is a well-known concept

education is done to teach someone something It is difficult to point out the

differences between education and edutainment (described below) when

interactive storytelling is the method used learning new things can be

entertaining by itself

The three following concepts are not as established as the already introduced

ones However these concepts are more or less important within the area of

interactive storytelling and are therefore included here

bull Edutainment ndash The word is a combination of the words education and

entertainment which is also what this concept is about The description of this

word given by Websterrsquos online dictionary is3

ldquointeractive education and

entertainment services or software [hellip]rdquo One of the benefits that come with

entertaining education via interactive storytelling is that it is possible to

involve more of the studentsrsquo senses vision as well as hearing can be

activated The student will also use the mouse to perform different tasks and

perhaps they can use a microphone as well One example of interactive

storytelling with an educational (and entertaining) purpose is the Official US

Army game Americarsquos Army4

By going through different exercises and

performing in-game missions the players learn about different aspects of real

military duties

bull Infotainment ndash This is closely related to edutainment a mix of information

and entertainment Miller (Miller 2004) notes that it might be difficult to

distinguish information from education education also is about conveying

information Miller suggests that it might be the purpose rather than the

content that defines the difference between the two concepts By that she

means that with education the intention is to teach someone something

while information is less formal more optional Two examples of

infotainment sites are the anti-smoking campaign SmokeWeek5

and the

1 httpwwwwebsters-online-dictionaryorgdefinitioncommunication 2006-12-12

2 httpwwwwebsters-online-dictionaryorgdefinitionadvertise accessed 2006-12-12

3 httpwwwwebsters-online-dictionaryorgdefinitionedutainment accessed 2006-12-12

4 httpamericasarmycom accessed 2007-01-06

5 httpextranetottosemediaSmokeweekSmokeweek_ENGseottohtm accessed 2007-01-02

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 8: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

12

21 Storytelling

Storytelling is about telling stories but what then is a story According to Websterrsquos

online dictionary1

a story is ldquoan account describing incidents or eventsrdquo Stories can

be situated at different times and at different places They can describe real events

that have occurred long ago or recently Different stories can describe the same

event from different points of view or for different purposes Stories come in many

different forms such as myths legends plays movies novels documentaries

anecdotes and jokes Common purposes for telling a story include teaching

promotion information and ndash probably the most common purpose ndash entertainment

We here define the author of a story as the person or team that has created the story

The reader of a story is the one who reads watches listens to or in any other way

traverses or explores the story

According to Povinelli as cited by Miller (Miller 2004) the human species has an

innate need to connect the past present and the future and hence also a need to tell

stories Stories can aid us in understanding our own and other cultures and help us

better understand the world (Glassner 2001) They can also ease our learning of new

things such as a new language

22 A taxonomy for interactive digital storytelling

To identify the different building blocks of an interactive digital story in this report a

number of properties that might affect the telling of an interactive digital story are

described The following figure (See Figure 21) shows the different properties and

their relationship The concepts in this figure are all described and discussed later in

the report Another attempt to develop a taxonomy for digital storytelling has been

made by Paul and Fiebich (Paul and Fiebich 2005)

In the taxonomy developed by Paul and Fiebich five main elements of interactive

digital storytelling are discussed

bull Media ndash The material or information in the story can have different

properties Paul and Fiebich here discuss properties such as media type (eg

text video and photo) and whether it must be experienced live or if it is

accessible at anytime

bull Action ndash This element concerns the actions in the story Questions discussed

include whether the story is user or content driven and if the content itself is

static or dynamic

bull Relationship ndash This discusses the relationship between the user and the

content It is stated that this relationship can be open or closed in a number

of different ways For instance is the story linear or non-linear and is it in

some way customizable

bull Context ndash Paul and Fiebich use the concept context in a more limited sense

than how it is used in the rest of this report They have a more in-content

1 httpwwwwebsters-online-dictionaryorgdefinitionstory accessed 2006-12-12

Interactive storytelling

13

view of context and so they discuss what different kinds of content can

surround the story in question

bull Communication ndash This element contains a discussion about different kinds

of communication in a digital story For instance different types of

communication (eg mail chat and forum) are discussed as well as the

purpose of the communication

Paul and Fiebichrsquos taxonomy only discusses storytelling properties within the current

medium it does not suppport discussions about for instance the environment

surrounding the user when someone experiences a digital story

The attempted taxonomy in this report will discuss the degree of interaction the

structure of storytelling and a number of application areas These topics will be

covered in this section Context for instance the aspects listed in Figure 21 is tightly

connected with the platform used and will therefore be discussed separately for each

platform in a later section

Figure 21 Properties of interactive digital storytelling

David Moumlrtsell

14

23 Storytelling structures

Stories come in different forms In this section a number of different storytelling

structures will be described

LINEAR

The most common story structure is linear which means that one event is followed

by another event often chronologically A linear story is intended to be traversed

from point A to point B then from point B to point C etc (See Figure 22) If a

linear story is explored in some other way it is probably difficult for the reader to

understand the story A linear story is most often non-interactive and it is the form

used in most books and movies

Figure 22 A linear story The story should be read in numerical order

The plot in linear stories does not always occur chronologically In stories with

several parallel branches it is difficult to follow each part of the story simultaneously

Therefore such stories often follow one part at a time switching between the

different branches at appropriate times (See Figure 23) One example of this is

found in JRR Tolkienrsquos The Lord of the Rings where there are several parallel stories

Figure 23 Another linear story but with several branches The story should be read in numerical

order

Another less common variant of a linear story which does not occur in

chronological order is found in the movie Memento directed by Christopher Nolan

The plot is presented in a backward fashion where the event occurring first in time

occurs last in the story To follow this story chronologically the story would have to

be traversed from point D to point E then from point C to point D etc (See Figure

24)

Interactive storytelling

15

Figure 24 A special case of a linear story a reversed linear story The story should be read in

numerical order

The three mentioned story structures all tell linear stories no matter if there is one

single or several storylines According to Miller (Miller 2004) an interactive story has

to be non-linear An interactive story can include a central storyline but since the

readers of the story have the possibility to explore the story in various ways it cannot

be linear Miller also discusses a number of different structures for interactive stories

of which four are described here

STRING OF PEARLS

The structure closest to an ordinary linear story but that can allow the user to act

within the story is called the string of pearls (See Figure 25) The idea is that there are

critical points in the story that the user must always pass through to be able to come

to the next part of the story but between these points the user is allowed more

freedom This structure is often seen in computer games where the user may have a

critical task to perform before advancing to the next level The user may be free to

explore the environment or perform other non-critical tasks but in order to get to

the next level this critical task must be done

Figure 25 String of pearls Here each letter describes a part of the story and the thin lines between

the pearls describe critical points that must be passed to advance to the next part of the story

MODULAR STRUCTURE

Another structure Miller denotes as the modular structure (See Figure 26) According

to Miller this structure offers the user a number of different areas where the user can

go in any order When one area has been visited the user can pick another area until

all areas have been visited This structure is often found in educational applications

and is in some way similar to an ordinary web page Ordinary web pages are often

divided into different modules which can be accessed in any order

David Moumlrtsell

16

Figure 26 Modular structure The letters represent different parts of the story The parts can be

visited in any order

FUNNELPYRAMID STRUCTURE

The third structure described by Miller is called funnels or pyramids This kind of

structure initially offers the user a great degree of freedom and not much linearity

The freedom is then narrowed down towards the end (See Figure 27) This kind of

structure can be found in many adventure games such as the games in the Monkey

Island1

series In the first parts of the game the environment consists of several

different areas where the player can go and a number of different tasks that can be

done in any order However later in the game the environments are narrowed down

and the tasks the player has to conquer gets more tricky

Figure 27 FunnelPyramid structure Each letter represents a part of the story In part A the user has

a great deal of freedom which is successively narrowed down as the user advances through the story

ROUNDED STRUCTURE

The last structure discussed here which is also mentioned by Miller is called the

rounded structure (See Figure 28) Stories with rounded structure offer their users

almost unlimited ndash within certain limits ndash freedom On the other hand these

1 For example Escape From Monkey Island httpwwwlucasartscomproductsmonkey4 accessed

2006-12-15

Interactive storytelling

17

structures do not have a central storyline One example of an application with this

kind of structure is the massively multiplayer online role-playing game World of

Warcraft1

The players are placed in an enormous virtual world There is no main

quest but there are a large number of quests that the players can perform if they

want to As players perform these different quests they also learn about the history

of the game world and get to understand how the different people in the game

world are related to each other

Figure 28 Rounded structure Each part of the story is always accessible and can be read in any order

24 Applying interactive storytelling

In the following section a number of areas where interactive storytelling can be

useful are described Figure 29 is an attempt to structure the relationship between

the different concepts and to bring some clarity to this area since many concepts are

closely related to each other The following list provides a description of each of the

concepts discussed in this section

bull Promotion ndash A message distributed for lobbying purposes A promotional

campaign aims to inform or persuade people that something ndash it could be a

product a company an opinion an idea or something else ndash is good or bad

in some way According to Websterrsquos online dictionary2

promotion is the

ldquoencouragement of the progress or growth of somethingrdquo

bull Branding ndash The purpose of branding is to implant into a product or brand

an emotional association that makes people feel for example joy or

happiness (Spool 1996) Branding is used to make a productbrand to

distinguish from other productsbrands in the same segment

1 httpwwwworldofwarcraftcom accessed 2006-12-15

2 httpwwwwebsters-online-dictionaryorgdefinitionpromotion accessed 2006-12-12

David Moumlrtsell

18

bull Communication ndash With a wide definition communication is about

conveying a message about a product brand or companyrsquos ideas knowledge

values and attitudes1

bull Advertising ndash Advertising can be described as promotion taken a step

further with emphasis on selling the advertised product Websterrsquos online

dictionary claims2

that the goals of advertising include ldquoshort or long term

increases in sales market share awareness product information and image

improvementrdquo One example of an interactive advertising campaign is of

course the Planet in need site

bull Entertainment ndash The concept of entertainment needs no further definition

it is an activity undertaken mainly for the purpose of having fun Computer

games are a very large part of all entertaining interactive storytelling

bull Education ndash Just like entertainment education is a well-known concept

education is done to teach someone something It is difficult to point out the

differences between education and edutainment (described below) when

interactive storytelling is the method used learning new things can be

entertaining by itself

The three following concepts are not as established as the already introduced

ones However these concepts are more or less important within the area of

interactive storytelling and are therefore included here

bull Edutainment ndash The word is a combination of the words education and

entertainment which is also what this concept is about The description of this

word given by Websterrsquos online dictionary is3

ldquointeractive education and

entertainment services or software [hellip]rdquo One of the benefits that come with

entertaining education via interactive storytelling is that it is possible to

involve more of the studentsrsquo senses vision as well as hearing can be

activated The student will also use the mouse to perform different tasks and

perhaps they can use a microphone as well One example of interactive

storytelling with an educational (and entertaining) purpose is the Official US

Army game Americarsquos Army4

By going through different exercises and

performing in-game missions the players learn about different aspects of real

military duties

bull Infotainment ndash This is closely related to edutainment a mix of information

and entertainment Miller (Miller 2004) notes that it might be difficult to

distinguish information from education education also is about conveying

information Miller suggests that it might be the purpose rather than the

content that defines the difference between the two concepts By that she

means that with education the intention is to teach someone something

while information is less formal more optional Two examples of

infotainment sites are the anti-smoking campaign SmokeWeek5

and the

1 httpwwwwebsters-online-dictionaryorgdefinitioncommunication 2006-12-12

2 httpwwwwebsters-online-dictionaryorgdefinitionadvertise accessed 2006-12-12

3 httpwwwwebsters-online-dictionaryorgdefinitionedutainment accessed 2006-12-12

4 httpamericasarmycom accessed 2007-01-06

5 httpextranetottosemediaSmokeweekSmokeweek_ENGseottohtm accessed 2007-01-02

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 9: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Interactive storytelling

13

view of context and so they discuss what different kinds of content can

surround the story in question

bull Communication ndash This element contains a discussion about different kinds

of communication in a digital story For instance different types of

communication (eg mail chat and forum) are discussed as well as the

purpose of the communication

Paul and Fiebichrsquos taxonomy only discusses storytelling properties within the current

medium it does not suppport discussions about for instance the environment

surrounding the user when someone experiences a digital story

The attempted taxonomy in this report will discuss the degree of interaction the

structure of storytelling and a number of application areas These topics will be

covered in this section Context for instance the aspects listed in Figure 21 is tightly

connected with the platform used and will therefore be discussed separately for each

platform in a later section

Figure 21 Properties of interactive digital storytelling

David Moumlrtsell

14

23 Storytelling structures

Stories come in different forms In this section a number of different storytelling

structures will be described

LINEAR

The most common story structure is linear which means that one event is followed

by another event often chronologically A linear story is intended to be traversed

from point A to point B then from point B to point C etc (See Figure 22) If a

linear story is explored in some other way it is probably difficult for the reader to

understand the story A linear story is most often non-interactive and it is the form

used in most books and movies

Figure 22 A linear story The story should be read in numerical order

The plot in linear stories does not always occur chronologically In stories with

several parallel branches it is difficult to follow each part of the story simultaneously

Therefore such stories often follow one part at a time switching between the

different branches at appropriate times (See Figure 23) One example of this is

found in JRR Tolkienrsquos The Lord of the Rings where there are several parallel stories

Figure 23 Another linear story but with several branches The story should be read in numerical

order

Another less common variant of a linear story which does not occur in

chronological order is found in the movie Memento directed by Christopher Nolan

The plot is presented in a backward fashion where the event occurring first in time

occurs last in the story To follow this story chronologically the story would have to

be traversed from point D to point E then from point C to point D etc (See Figure

24)

Interactive storytelling

15

Figure 24 A special case of a linear story a reversed linear story The story should be read in

numerical order

The three mentioned story structures all tell linear stories no matter if there is one

single or several storylines According to Miller (Miller 2004) an interactive story has

to be non-linear An interactive story can include a central storyline but since the

readers of the story have the possibility to explore the story in various ways it cannot

be linear Miller also discusses a number of different structures for interactive stories

of which four are described here

STRING OF PEARLS

The structure closest to an ordinary linear story but that can allow the user to act

within the story is called the string of pearls (See Figure 25) The idea is that there are

critical points in the story that the user must always pass through to be able to come

to the next part of the story but between these points the user is allowed more

freedom This structure is often seen in computer games where the user may have a

critical task to perform before advancing to the next level The user may be free to

explore the environment or perform other non-critical tasks but in order to get to

the next level this critical task must be done

Figure 25 String of pearls Here each letter describes a part of the story and the thin lines between

the pearls describe critical points that must be passed to advance to the next part of the story

MODULAR STRUCTURE

Another structure Miller denotes as the modular structure (See Figure 26) According

to Miller this structure offers the user a number of different areas where the user can

go in any order When one area has been visited the user can pick another area until

all areas have been visited This structure is often found in educational applications

and is in some way similar to an ordinary web page Ordinary web pages are often

divided into different modules which can be accessed in any order

David Moumlrtsell

16

Figure 26 Modular structure The letters represent different parts of the story The parts can be

visited in any order

FUNNELPYRAMID STRUCTURE

The third structure described by Miller is called funnels or pyramids This kind of

structure initially offers the user a great degree of freedom and not much linearity

The freedom is then narrowed down towards the end (See Figure 27) This kind of

structure can be found in many adventure games such as the games in the Monkey

Island1

series In the first parts of the game the environment consists of several

different areas where the player can go and a number of different tasks that can be

done in any order However later in the game the environments are narrowed down

and the tasks the player has to conquer gets more tricky

Figure 27 FunnelPyramid structure Each letter represents a part of the story In part A the user has

a great deal of freedom which is successively narrowed down as the user advances through the story

ROUNDED STRUCTURE

The last structure discussed here which is also mentioned by Miller is called the

rounded structure (See Figure 28) Stories with rounded structure offer their users

almost unlimited ndash within certain limits ndash freedom On the other hand these

1 For example Escape From Monkey Island httpwwwlucasartscomproductsmonkey4 accessed

2006-12-15

Interactive storytelling

17

structures do not have a central storyline One example of an application with this

kind of structure is the massively multiplayer online role-playing game World of

Warcraft1

The players are placed in an enormous virtual world There is no main

quest but there are a large number of quests that the players can perform if they

want to As players perform these different quests they also learn about the history

of the game world and get to understand how the different people in the game

world are related to each other

Figure 28 Rounded structure Each part of the story is always accessible and can be read in any order

24 Applying interactive storytelling

In the following section a number of areas where interactive storytelling can be

useful are described Figure 29 is an attempt to structure the relationship between

the different concepts and to bring some clarity to this area since many concepts are

closely related to each other The following list provides a description of each of the

concepts discussed in this section

bull Promotion ndash A message distributed for lobbying purposes A promotional

campaign aims to inform or persuade people that something ndash it could be a

product a company an opinion an idea or something else ndash is good or bad

in some way According to Websterrsquos online dictionary2

promotion is the

ldquoencouragement of the progress or growth of somethingrdquo

bull Branding ndash The purpose of branding is to implant into a product or brand

an emotional association that makes people feel for example joy or

happiness (Spool 1996) Branding is used to make a productbrand to

distinguish from other productsbrands in the same segment

1 httpwwwworldofwarcraftcom accessed 2006-12-15

2 httpwwwwebsters-online-dictionaryorgdefinitionpromotion accessed 2006-12-12

David Moumlrtsell

18

bull Communication ndash With a wide definition communication is about

conveying a message about a product brand or companyrsquos ideas knowledge

values and attitudes1

bull Advertising ndash Advertising can be described as promotion taken a step

further with emphasis on selling the advertised product Websterrsquos online

dictionary claims2

that the goals of advertising include ldquoshort or long term

increases in sales market share awareness product information and image

improvementrdquo One example of an interactive advertising campaign is of

course the Planet in need site

bull Entertainment ndash The concept of entertainment needs no further definition

it is an activity undertaken mainly for the purpose of having fun Computer

games are a very large part of all entertaining interactive storytelling

bull Education ndash Just like entertainment education is a well-known concept

education is done to teach someone something It is difficult to point out the

differences between education and edutainment (described below) when

interactive storytelling is the method used learning new things can be

entertaining by itself

The three following concepts are not as established as the already introduced

ones However these concepts are more or less important within the area of

interactive storytelling and are therefore included here

bull Edutainment ndash The word is a combination of the words education and

entertainment which is also what this concept is about The description of this

word given by Websterrsquos online dictionary is3

ldquointeractive education and

entertainment services or software [hellip]rdquo One of the benefits that come with

entertaining education via interactive storytelling is that it is possible to

involve more of the studentsrsquo senses vision as well as hearing can be

activated The student will also use the mouse to perform different tasks and

perhaps they can use a microphone as well One example of interactive

storytelling with an educational (and entertaining) purpose is the Official US

Army game Americarsquos Army4

By going through different exercises and

performing in-game missions the players learn about different aspects of real

military duties

bull Infotainment ndash This is closely related to edutainment a mix of information

and entertainment Miller (Miller 2004) notes that it might be difficult to

distinguish information from education education also is about conveying

information Miller suggests that it might be the purpose rather than the

content that defines the difference between the two concepts By that she

means that with education the intention is to teach someone something

while information is less formal more optional Two examples of

infotainment sites are the anti-smoking campaign SmokeWeek5

and the

1 httpwwwwebsters-online-dictionaryorgdefinitioncommunication 2006-12-12

2 httpwwwwebsters-online-dictionaryorgdefinitionadvertise accessed 2006-12-12

3 httpwwwwebsters-online-dictionaryorgdefinitionedutainment accessed 2006-12-12

4 httpamericasarmycom accessed 2007-01-06

5 httpextranetottosemediaSmokeweekSmokeweek_ENGseottohtm accessed 2007-01-02

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 10: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

14

23 Storytelling structures

Stories come in different forms In this section a number of different storytelling

structures will be described

LINEAR

The most common story structure is linear which means that one event is followed

by another event often chronologically A linear story is intended to be traversed

from point A to point B then from point B to point C etc (See Figure 22) If a

linear story is explored in some other way it is probably difficult for the reader to

understand the story A linear story is most often non-interactive and it is the form

used in most books and movies

Figure 22 A linear story The story should be read in numerical order

The plot in linear stories does not always occur chronologically In stories with

several parallel branches it is difficult to follow each part of the story simultaneously

Therefore such stories often follow one part at a time switching between the

different branches at appropriate times (See Figure 23) One example of this is

found in JRR Tolkienrsquos The Lord of the Rings where there are several parallel stories

Figure 23 Another linear story but with several branches The story should be read in numerical

order

Another less common variant of a linear story which does not occur in

chronological order is found in the movie Memento directed by Christopher Nolan

The plot is presented in a backward fashion where the event occurring first in time

occurs last in the story To follow this story chronologically the story would have to

be traversed from point D to point E then from point C to point D etc (See Figure

24)

Interactive storytelling

15

Figure 24 A special case of a linear story a reversed linear story The story should be read in

numerical order

The three mentioned story structures all tell linear stories no matter if there is one

single or several storylines According to Miller (Miller 2004) an interactive story has

to be non-linear An interactive story can include a central storyline but since the

readers of the story have the possibility to explore the story in various ways it cannot

be linear Miller also discusses a number of different structures for interactive stories

of which four are described here

STRING OF PEARLS

The structure closest to an ordinary linear story but that can allow the user to act

within the story is called the string of pearls (See Figure 25) The idea is that there are

critical points in the story that the user must always pass through to be able to come

to the next part of the story but between these points the user is allowed more

freedom This structure is often seen in computer games where the user may have a

critical task to perform before advancing to the next level The user may be free to

explore the environment or perform other non-critical tasks but in order to get to

the next level this critical task must be done

Figure 25 String of pearls Here each letter describes a part of the story and the thin lines between

the pearls describe critical points that must be passed to advance to the next part of the story

MODULAR STRUCTURE

Another structure Miller denotes as the modular structure (See Figure 26) According

to Miller this structure offers the user a number of different areas where the user can

go in any order When one area has been visited the user can pick another area until

all areas have been visited This structure is often found in educational applications

and is in some way similar to an ordinary web page Ordinary web pages are often

divided into different modules which can be accessed in any order

David Moumlrtsell

16

Figure 26 Modular structure The letters represent different parts of the story The parts can be

visited in any order

FUNNELPYRAMID STRUCTURE

The third structure described by Miller is called funnels or pyramids This kind of

structure initially offers the user a great degree of freedom and not much linearity

The freedom is then narrowed down towards the end (See Figure 27) This kind of

structure can be found in many adventure games such as the games in the Monkey

Island1

series In the first parts of the game the environment consists of several

different areas where the player can go and a number of different tasks that can be

done in any order However later in the game the environments are narrowed down

and the tasks the player has to conquer gets more tricky

Figure 27 FunnelPyramid structure Each letter represents a part of the story In part A the user has

a great deal of freedom which is successively narrowed down as the user advances through the story

ROUNDED STRUCTURE

The last structure discussed here which is also mentioned by Miller is called the

rounded structure (See Figure 28) Stories with rounded structure offer their users

almost unlimited ndash within certain limits ndash freedom On the other hand these

1 For example Escape From Monkey Island httpwwwlucasartscomproductsmonkey4 accessed

2006-12-15

Interactive storytelling

17

structures do not have a central storyline One example of an application with this

kind of structure is the massively multiplayer online role-playing game World of

Warcraft1

The players are placed in an enormous virtual world There is no main

quest but there are a large number of quests that the players can perform if they

want to As players perform these different quests they also learn about the history

of the game world and get to understand how the different people in the game

world are related to each other

Figure 28 Rounded structure Each part of the story is always accessible and can be read in any order

24 Applying interactive storytelling

In the following section a number of areas where interactive storytelling can be

useful are described Figure 29 is an attempt to structure the relationship between

the different concepts and to bring some clarity to this area since many concepts are

closely related to each other The following list provides a description of each of the

concepts discussed in this section

bull Promotion ndash A message distributed for lobbying purposes A promotional

campaign aims to inform or persuade people that something ndash it could be a

product a company an opinion an idea or something else ndash is good or bad

in some way According to Websterrsquos online dictionary2

promotion is the

ldquoencouragement of the progress or growth of somethingrdquo

bull Branding ndash The purpose of branding is to implant into a product or brand

an emotional association that makes people feel for example joy or

happiness (Spool 1996) Branding is used to make a productbrand to

distinguish from other productsbrands in the same segment

1 httpwwwworldofwarcraftcom accessed 2006-12-15

2 httpwwwwebsters-online-dictionaryorgdefinitionpromotion accessed 2006-12-12

David Moumlrtsell

18

bull Communication ndash With a wide definition communication is about

conveying a message about a product brand or companyrsquos ideas knowledge

values and attitudes1

bull Advertising ndash Advertising can be described as promotion taken a step

further with emphasis on selling the advertised product Websterrsquos online

dictionary claims2

that the goals of advertising include ldquoshort or long term

increases in sales market share awareness product information and image

improvementrdquo One example of an interactive advertising campaign is of

course the Planet in need site

bull Entertainment ndash The concept of entertainment needs no further definition

it is an activity undertaken mainly for the purpose of having fun Computer

games are a very large part of all entertaining interactive storytelling

bull Education ndash Just like entertainment education is a well-known concept

education is done to teach someone something It is difficult to point out the

differences between education and edutainment (described below) when

interactive storytelling is the method used learning new things can be

entertaining by itself

The three following concepts are not as established as the already introduced

ones However these concepts are more or less important within the area of

interactive storytelling and are therefore included here

bull Edutainment ndash The word is a combination of the words education and

entertainment which is also what this concept is about The description of this

word given by Websterrsquos online dictionary is3

ldquointeractive education and

entertainment services or software [hellip]rdquo One of the benefits that come with

entertaining education via interactive storytelling is that it is possible to

involve more of the studentsrsquo senses vision as well as hearing can be

activated The student will also use the mouse to perform different tasks and

perhaps they can use a microphone as well One example of interactive

storytelling with an educational (and entertaining) purpose is the Official US

Army game Americarsquos Army4

By going through different exercises and

performing in-game missions the players learn about different aspects of real

military duties

bull Infotainment ndash This is closely related to edutainment a mix of information

and entertainment Miller (Miller 2004) notes that it might be difficult to

distinguish information from education education also is about conveying

information Miller suggests that it might be the purpose rather than the

content that defines the difference between the two concepts By that she

means that with education the intention is to teach someone something

while information is less formal more optional Two examples of

infotainment sites are the anti-smoking campaign SmokeWeek5

and the

1 httpwwwwebsters-online-dictionaryorgdefinitioncommunication 2006-12-12

2 httpwwwwebsters-online-dictionaryorgdefinitionadvertise accessed 2006-12-12

3 httpwwwwebsters-online-dictionaryorgdefinitionedutainment accessed 2006-12-12

4 httpamericasarmycom accessed 2007-01-06

5 httpextranetottosemediaSmokeweekSmokeweek_ENGseottohtm accessed 2007-01-02

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 11: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Interactive storytelling

15

Figure 24 A special case of a linear story a reversed linear story The story should be read in

numerical order

The three mentioned story structures all tell linear stories no matter if there is one

single or several storylines According to Miller (Miller 2004) an interactive story has

to be non-linear An interactive story can include a central storyline but since the

readers of the story have the possibility to explore the story in various ways it cannot

be linear Miller also discusses a number of different structures for interactive stories

of which four are described here

STRING OF PEARLS

The structure closest to an ordinary linear story but that can allow the user to act

within the story is called the string of pearls (See Figure 25) The idea is that there are

critical points in the story that the user must always pass through to be able to come

to the next part of the story but between these points the user is allowed more

freedom This structure is often seen in computer games where the user may have a

critical task to perform before advancing to the next level The user may be free to

explore the environment or perform other non-critical tasks but in order to get to

the next level this critical task must be done

Figure 25 String of pearls Here each letter describes a part of the story and the thin lines between

the pearls describe critical points that must be passed to advance to the next part of the story

MODULAR STRUCTURE

Another structure Miller denotes as the modular structure (See Figure 26) According

to Miller this structure offers the user a number of different areas where the user can

go in any order When one area has been visited the user can pick another area until

all areas have been visited This structure is often found in educational applications

and is in some way similar to an ordinary web page Ordinary web pages are often

divided into different modules which can be accessed in any order

David Moumlrtsell

16

Figure 26 Modular structure The letters represent different parts of the story The parts can be

visited in any order

FUNNELPYRAMID STRUCTURE

The third structure described by Miller is called funnels or pyramids This kind of

structure initially offers the user a great degree of freedom and not much linearity

The freedom is then narrowed down towards the end (See Figure 27) This kind of

structure can be found in many adventure games such as the games in the Monkey

Island1

series In the first parts of the game the environment consists of several

different areas where the player can go and a number of different tasks that can be

done in any order However later in the game the environments are narrowed down

and the tasks the player has to conquer gets more tricky

Figure 27 FunnelPyramid structure Each letter represents a part of the story In part A the user has

a great deal of freedom which is successively narrowed down as the user advances through the story

ROUNDED STRUCTURE

The last structure discussed here which is also mentioned by Miller is called the

rounded structure (See Figure 28) Stories with rounded structure offer their users

almost unlimited ndash within certain limits ndash freedom On the other hand these

1 For example Escape From Monkey Island httpwwwlucasartscomproductsmonkey4 accessed

2006-12-15

Interactive storytelling

17

structures do not have a central storyline One example of an application with this

kind of structure is the massively multiplayer online role-playing game World of

Warcraft1

The players are placed in an enormous virtual world There is no main

quest but there are a large number of quests that the players can perform if they

want to As players perform these different quests they also learn about the history

of the game world and get to understand how the different people in the game

world are related to each other

Figure 28 Rounded structure Each part of the story is always accessible and can be read in any order

24 Applying interactive storytelling

In the following section a number of areas where interactive storytelling can be

useful are described Figure 29 is an attempt to structure the relationship between

the different concepts and to bring some clarity to this area since many concepts are

closely related to each other The following list provides a description of each of the

concepts discussed in this section

bull Promotion ndash A message distributed for lobbying purposes A promotional

campaign aims to inform or persuade people that something ndash it could be a

product a company an opinion an idea or something else ndash is good or bad

in some way According to Websterrsquos online dictionary2

promotion is the

ldquoencouragement of the progress or growth of somethingrdquo

bull Branding ndash The purpose of branding is to implant into a product or brand

an emotional association that makes people feel for example joy or

happiness (Spool 1996) Branding is used to make a productbrand to

distinguish from other productsbrands in the same segment

1 httpwwwworldofwarcraftcom accessed 2006-12-15

2 httpwwwwebsters-online-dictionaryorgdefinitionpromotion accessed 2006-12-12

David Moumlrtsell

18

bull Communication ndash With a wide definition communication is about

conveying a message about a product brand or companyrsquos ideas knowledge

values and attitudes1

bull Advertising ndash Advertising can be described as promotion taken a step

further with emphasis on selling the advertised product Websterrsquos online

dictionary claims2

that the goals of advertising include ldquoshort or long term

increases in sales market share awareness product information and image

improvementrdquo One example of an interactive advertising campaign is of

course the Planet in need site

bull Entertainment ndash The concept of entertainment needs no further definition

it is an activity undertaken mainly for the purpose of having fun Computer

games are a very large part of all entertaining interactive storytelling

bull Education ndash Just like entertainment education is a well-known concept

education is done to teach someone something It is difficult to point out the

differences between education and edutainment (described below) when

interactive storytelling is the method used learning new things can be

entertaining by itself

The three following concepts are not as established as the already introduced

ones However these concepts are more or less important within the area of

interactive storytelling and are therefore included here

bull Edutainment ndash The word is a combination of the words education and

entertainment which is also what this concept is about The description of this

word given by Websterrsquos online dictionary is3

ldquointeractive education and

entertainment services or software [hellip]rdquo One of the benefits that come with

entertaining education via interactive storytelling is that it is possible to

involve more of the studentsrsquo senses vision as well as hearing can be

activated The student will also use the mouse to perform different tasks and

perhaps they can use a microphone as well One example of interactive

storytelling with an educational (and entertaining) purpose is the Official US

Army game Americarsquos Army4

By going through different exercises and

performing in-game missions the players learn about different aspects of real

military duties

bull Infotainment ndash This is closely related to edutainment a mix of information

and entertainment Miller (Miller 2004) notes that it might be difficult to

distinguish information from education education also is about conveying

information Miller suggests that it might be the purpose rather than the

content that defines the difference between the two concepts By that she

means that with education the intention is to teach someone something

while information is less formal more optional Two examples of

infotainment sites are the anti-smoking campaign SmokeWeek5

and the

1 httpwwwwebsters-online-dictionaryorgdefinitioncommunication 2006-12-12

2 httpwwwwebsters-online-dictionaryorgdefinitionadvertise accessed 2006-12-12

3 httpwwwwebsters-online-dictionaryorgdefinitionedutainment accessed 2006-12-12

4 httpamericasarmycom accessed 2007-01-06

5 httpextranetottosemediaSmokeweekSmokeweek_ENGseottohtm accessed 2007-01-02

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 12: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

16

Figure 26 Modular structure The letters represent different parts of the story The parts can be

visited in any order

FUNNELPYRAMID STRUCTURE

The third structure described by Miller is called funnels or pyramids This kind of

structure initially offers the user a great degree of freedom and not much linearity

The freedom is then narrowed down towards the end (See Figure 27) This kind of

structure can be found in many adventure games such as the games in the Monkey

Island1

series In the first parts of the game the environment consists of several

different areas where the player can go and a number of different tasks that can be

done in any order However later in the game the environments are narrowed down

and the tasks the player has to conquer gets more tricky

Figure 27 FunnelPyramid structure Each letter represents a part of the story In part A the user has

a great deal of freedom which is successively narrowed down as the user advances through the story

ROUNDED STRUCTURE

The last structure discussed here which is also mentioned by Miller is called the

rounded structure (See Figure 28) Stories with rounded structure offer their users

almost unlimited ndash within certain limits ndash freedom On the other hand these

1 For example Escape From Monkey Island httpwwwlucasartscomproductsmonkey4 accessed

2006-12-15

Interactive storytelling

17

structures do not have a central storyline One example of an application with this

kind of structure is the massively multiplayer online role-playing game World of

Warcraft1

The players are placed in an enormous virtual world There is no main

quest but there are a large number of quests that the players can perform if they

want to As players perform these different quests they also learn about the history

of the game world and get to understand how the different people in the game

world are related to each other

Figure 28 Rounded structure Each part of the story is always accessible and can be read in any order

24 Applying interactive storytelling

In the following section a number of areas where interactive storytelling can be

useful are described Figure 29 is an attempt to structure the relationship between

the different concepts and to bring some clarity to this area since many concepts are

closely related to each other The following list provides a description of each of the

concepts discussed in this section

bull Promotion ndash A message distributed for lobbying purposes A promotional

campaign aims to inform or persuade people that something ndash it could be a

product a company an opinion an idea or something else ndash is good or bad

in some way According to Websterrsquos online dictionary2

promotion is the

ldquoencouragement of the progress or growth of somethingrdquo

bull Branding ndash The purpose of branding is to implant into a product or brand

an emotional association that makes people feel for example joy or

happiness (Spool 1996) Branding is used to make a productbrand to

distinguish from other productsbrands in the same segment

1 httpwwwworldofwarcraftcom accessed 2006-12-15

2 httpwwwwebsters-online-dictionaryorgdefinitionpromotion accessed 2006-12-12

David Moumlrtsell

18

bull Communication ndash With a wide definition communication is about

conveying a message about a product brand or companyrsquos ideas knowledge

values and attitudes1

bull Advertising ndash Advertising can be described as promotion taken a step

further with emphasis on selling the advertised product Websterrsquos online

dictionary claims2

that the goals of advertising include ldquoshort or long term

increases in sales market share awareness product information and image

improvementrdquo One example of an interactive advertising campaign is of

course the Planet in need site

bull Entertainment ndash The concept of entertainment needs no further definition

it is an activity undertaken mainly for the purpose of having fun Computer

games are a very large part of all entertaining interactive storytelling

bull Education ndash Just like entertainment education is a well-known concept

education is done to teach someone something It is difficult to point out the

differences between education and edutainment (described below) when

interactive storytelling is the method used learning new things can be

entertaining by itself

The three following concepts are not as established as the already introduced

ones However these concepts are more or less important within the area of

interactive storytelling and are therefore included here

bull Edutainment ndash The word is a combination of the words education and

entertainment which is also what this concept is about The description of this

word given by Websterrsquos online dictionary is3

ldquointeractive education and

entertainment services or software [hellip]rdquo One of the benefits that come with

entertaining education via interactive storytelling is that it is possible to

involve more of the studentsrsquo senses vision as well as hearing can be

activated The student will also use the mouse to perform different tasks and

perhaps they can use a microphone as well One example of interactive

storytelling with an educational (and entertaining) purpose is the Official US

Army game Americarsquos Army4

By going through different exercises and

performing in-game missions the players learn about different aspects of real

military duties

bull Infotainment ndash This is closely related to edutainment a mix of information

and entertainment Miller (Miller 2004) notes that it might be difficult to

distinguish information from education education also is about conveying

information Miller suggests that it might be the purpose rather than the

content that defines the difference between the two concepts By that she

means that with education the intention is to teach someone something

while information is less formal more optional Two examples of

infotainment sites are the anti-smoking campaign SmokeWeek5

and the

1 httpwwwwebsters-online-dictionaryorgdefinitioncommunication 2006-12-12

2 httpwwwwebsters-online-dictionaryorgdefinitionadvertise accessed 2006-12-12

3 httpwwwwebsters-online-dictionaryorgdefinitionedutainment accessed 2006-12-12

4 httpamericasarmycom accessed 2007-01-06

5 httpextranetottosemediaSmokeweekSmokeweek_ENGseottohtm accessed 2007-01-02

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 13: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Interactive storytelling

17

structures do not have a central storyline One example of an application with this

kind of structure is the massively multiplayer online role-playing game World of

Warcraft1

The players are placed in an enormous virtual world There is no main

quest but there are a large number of quests that the players can perform if they

want to As players perform these different quests they also learn about the history

of the game world and get to understand how the different people in the game

world are related to each other

Figure 28 Rounded structure Each part of the story is always accessible and can be read in any order

24 Applying interactive storytelling

In the following section a number of areas where interactive storytelling can be

useful are described Figure 29 is an attempt to structure the relationship between

the different concepts and to bring some clarity to this area since many concepts are

closely related to each other The following list provides a description of each of the

concepts discussed in this section

bull Promotion ndash A message distributed for lobbying purposes A promotional

campaign aims to inform or persuade people that something ndash it could be a

product a company an opinion an idea or something else ndash is good or bad

in some way According to Websterrsquos online dictionary2

promotion is the

ldquoencouragement of the progress or growth of somethingrdquo

bull Branding ndash The purpose of branding is to implant into a product or brand

an emotional association that makes people feel for example joy or

happiness (Spool 1996) Branding is used to make a productbrand to

distinguish from other productsbrands in the same segment

1 httpwwwworldofwarcraftcom accessed 2006-12-15

2 httpwwwwebsters-online-dictionaryorgdefinitionpromotion accessed 2006-12-12

David Moumlrtsell

18

bull Communication ndash With a wide definition communication is about

conveying a message about a product brand or companyrsquos ideas knowledge

values and attitudes1

bull Advertising ndash Advertising can be described as promotion taken a step

further with emphasis on selling the advertised product Websterrsquos online

dictionary claims2

that the goals of advertising include ldquoshort or long term

increases in sales market share awareness product information and image

improvementrdquo One example of an interactive advertising campaign is of

course the Planet in need site

bull Entertainment ndash The concept of entertainment needs no further definition

it is an activity undertaken mainly for the purpose of having fun Computer

games are a very large part of all entertaining interactive storytelling

bull Education ndash Just like entertainment education is a well-known concept

education is done to teach someone something It is difficult to point out the

differences between education and edutainment (described below) when

interactive storytelling is the method used learning new things can be

entertaining by itself

The three following concepts are not as established as the already introduced

ones However these concepts are more or less important within the area of

interactive storytelling and are therefore included here

bull Edutainment ndash The word is a combination of the words education and

entertainment which is also what this concept is about The description of this

word given by Websterrsquos online dictionary is3

ldquointeractive education and

entertainment services or software [hellip]rdquo One of the benefits that come with

entertaining education via interactive storytelling is that it is possible to

involve more of the studentsrsquo senses vision as well as hearing can be

activated The student will also use the mouse to perform different tasks and

perhaps they can use a microphone as well One example of interactive

storytelling with an educational (and entertaining) purpose is the Official US

Army game Americarsquos Army4

By going through different exercises and

performing in-game missions the players learn about different aspects of real

military duties

bull Infotainment ndash This is closely related to edutainment a mix of information

and entertainment Miller (Miller 2004) notes that it might be difficult to

distinguish information from education education also is about conveying

information Miller suggests that it might be the purpose rather than the

content that defines the difference between the two concepts By that she

means that with education the intention is to teach someone something

while information is less formal more optional Two examples of

infotainment sites are the anti-smoking campaign SmokeWeek5

and the

1 httpwwwwebsters-online-dictionaryorgdefinitioncommunication 2006-12-12

2 httpwwwwebsters-online-dictionaryorgdefinitionadvertise accessed 2006-12-12

3 httpwwwwebsters-online-dictionaryorgdefinitionedutainment accessed 2006-12-12

4 httpamericasarmycom accessed 2007-01-06

5 httpextranetottosemediaSmokeweekSmokeweek_ENGseottohtm accessed 2007-01-02

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 14: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

18

bull Communication ndash With a wide definition communication is about

conveying a message about a product brand or companyrsquos ideas knowledge

values and attitudes1

bull Advertising ndash Advertising can be described as promotion taken a step

further with emphasis on selling the advertised product Websterrsquos online

dictionary claims2

that the goals of advertising include ldquoshort or long term

increases in sales market share awareness product information and image

improvementrdquo One example of an interactive advertising campaign is of

course the Planet in need site

bull Entertainment ndash The concept of entertainment needs no further definition

it is an activity undertaken mainly for the purpose of having fun Computer

games are a very large part of all entertaining interactive storytelling

bull Education ndash Just like entertainment education is a well-known concept

education is done to teach someone something It is difficult to point out the

differences between education and edutainment (described below) when

interactive storytelling is the method used learning new things can be

entertaining by itself

The three following concepts are not as established as the already introduced

ones However these concepts are more or less important within the area of

interactive storytelling and are therefore included here

bull Edutainment ndash The word is a combination of the words education and

entertainment which is also what this concept is about The description of this

word given by Websterrsquos online dictionary is3

ldquointeractive education and

entertainment services or software [hellip]rdquo One of the benefits that come with

entertaining education via interactive storytelling is that it is possible to

involve more of the studentsrsquo senses vision as well as hearing can be

activated The student will also use the mouse to perform different tasks and

perhaps they can use a microphone as well One example of interactive

storytelling with an educational (and entertaining) purpose is the Official US

Army game Americarsquos Army4

By going through different exercises and

performing in-game missions the players learn about different aspects of real

military duties

bull Infotainment ndash This is closely related to edutainment a mix of information

and entertainment Miller (Miller 2004) notes that it might be difficult to

distinguish information from education education also is about conveying

information Miller suggests that it might be the purpose rather than the

content that defines the difference between the two concepts By that she

means that with education the intention is to teach someone something

while information is less formal more optional Two examples of

infotainment sites are the anti-smoking campaign SmokeWeek5

and the

1 httpwwwwebsters-online-dictionaryorgdefinitioncommunication 2006-12-12

2 httpwwwwebsters-online-dictionaryorgdefinitionadvertise accessed 2006-12-12

3 httpwwwwebsters-online-dictionaryorgdefinitionedutainment accessed 2006-12-12

4 httpamericasarmycom accessed 2007-01-06

5 httpextranetottosemediaSmokeweekSmokeweek_ENGseottohtm accessed 2007-01-02

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 15: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Interactive storytelling

19

Festmetoden1

campaign to have mainly young people to think about their way

of drinking alcohol

bull Advergaming ndash Sometimes also called promotional gaming or advertainment

(Miller 2004) This concept is often implemented in the form of interactive

banners where the users are encouraged to do a simple task (Wegert 2003)

It could for instance be to play a simple ping-pong game or to move a match

to light a number of candles However there are more advanced examples of

how interactive storytelling in an entertaining way has been used for

advertising see for example the Wolfboys2

campaign

Figure 29 The figure above roughly describes how these different areas are related It can be seen that

infotainment and edutainment are very closely related and that there is a group of concepts in the

bottom that are quite closely related The edutainment infotainment and advergaming concepts are

mixes of the surrounding areas

1 httpwwwfestmetodense accessed 2007-01-02

2 httpwwwwolfboysca accessed 2006-12-15

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 16: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

20

25 Games and storytelling

There has been an intense debate concerning whether computer games can seen as

interactive stories or not Juul (Juul 2001) argues that narration and interaction

cannot occur at the same time He admits that games and stories may share some

properties but that the experience of playing a game in no way can be compared to

reading a book Murray (Murray 2005) claims that this restricted view requires a

player of a game to ldquobe able to look at highly emotive narrative semiotically charged

objects and see only their abstract game functionrdquo

To me it seems obvious that it is possible to tell stories in a game Juul may have a

point in that narration and interaction can not occur simultaneously but there are

lots of examples in different computer games of how to solve this problem One

common way is to interpose short non-interactive parts where the player is told

another part of the story Another way is weaving the story into all of the tasks facing

the player

Anyway interactive storytelling and computer games at least seem to share some

properties Both games and interactive stories often create a world which it is up to

the user to explore learn more about and maybe even affect There might be a

difference concerning the usersrsquo attitude towards interacting Adams (Adams 2005)

says in a lecture about interactive storytelling

Itrsquos not our job to tell stories Itrsquos our job to create worlds in which stories can happen To build

playgrounds for the mind

Perhaps this is a way to express the difference between games and stories in a game

the narrative is not as strictly prewritten as it might be in a story In a game the users

expect to have a larger degree of participation and possibility to have an influence on

what is going on in the fictive world In an interactive story that is not a game the

user might have a more passive attitude

An important property when it comes to all different kinds of storytelling no matter

what shape it comes in is called transparency The effect of transparency (Murray

1997) is that the users of the medium do not see the medium or the platform but

only the story itself One way to achieve transparency

could be by avoiding elements that remind the users

that they access the content via a platform A simple

example can be found in the original version of the

Planet in need campaign Instead of using the

commonly used rdquohomerdquo or rdquomain menurdquo the

concept rdquoto planet systemrdquo is used to return to the

main menu (See ) In this way the story remains

transparent even if the action the user takes actually is

an ordinary navigation action

Another important property of interactive stories is that they allow its users to get

immersed into the world of the story without consciously thinking about and reacting

Figure 210Figure 211 To planet system icon

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 17: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Interactive storytelling

21

to all unbelievable things going on in the story world This phenomenon is often

called the suspension of disbelief1

As an interactive storyteller this is an important factor

to think about when creating a story For instance in a computer game errors in the

graphics or the control of the game character can disturb the feeling of immersion

(Hecker 2000)

26 Interactive storytelling and advertising

For companies within the advertising area an effective way of mediating the message

is of great importance As we have already seen interactive storytelling can provide a

good way to create engaging stories Within the advertising community there is a

concept known as AIDA2

which stands for Attention Interest Desire and Action

These four steps describe how to get a potential customer to buy a certain product

bull Attention ndash First the advertisement has to catch the potential customerrsquos

attention Otherwise the message will not even be received and will therefore

not have any impact whatsoever

bull Interest ndash If the attention is caught the message sent must be able to make

the viewer interested in the product

bull Desire ndash The next step is to arouse a desire to the advertised product

Without the desire to own a certain product the customer will never buy it

bull Action ndash The fourth and probably the most difficult step is to get the

customer to act that is to buy the product

In order to achieve this interactive storytelling can be an effective tool Confucius

once said ldquoI hear and I forget I see and I remember I do and I understandrdquo With

this quotation in mind it is easy to understand that engaging potential customers by

letting them interact with the advertisement is an effective way of catching their

attention Wegert (Wegert 2003) notes that interactive web banners have higher

click-through rates than ordinary banners Another positive effect of the interaction

possibilities is that the effort needed for a user to perform the action step of the

AIDA-model may decrease If a TV commercial could offer its viewers the

possibility to order a certain product directly from the couch without having to go to

the computer to order it online or having to go to a physical store to buy it the step

from desire to action would be shorter and it is likely that more people would take that

step

There are some interesting questions to consider in this area In what way can an

advertisement catch the usersrsquo attention without them feeling disturbed And is there

a good way to present a product in a way such that the users do not think about that

they are watching a commercial spot Another question of great importance here is

how a user can be encouraged to take the action step to buy the advertised product

When it comes to the story in this project ndash the Planet in need production ndash it is an

advertising campaign created with increased milk sales as its purpose The users ndash the

1 Originally coined by Coleridge (Coleridge 1817)

2 Read more at httpenwikipediaorgwikiAIDA accessed 2006-12-20

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 18: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

22

possible customers ndash are informed about the benefits of drinking milk and about the

ailments that might occur if not It is not a linear story and it is not a story where the

user can make choices to drive the plot forward With the quote by Adams in mind

it is a world where a story happens and it is up to the user to explore what parts of

the story he or she finds interesting

27 Different levels of interaction

Concerning the possibility to interact with a story the degree of interaction covers a

wide range The following table (Table 22) is the result of an attempt to shed some

light upon this topic

Degree of

interaction

Actions possible Example application

High Affect objects in the content

Influence on the story

TV-show with selectable

camera angle

TV Cabo (see platform

section)

Medium Access additional information

Interactions not directly

affecting the content decide

when to view

TV-show with subtexts or

other additional inform-

ation accessible via tele-

text

TiVo

Low No direct interaction with the

content cross-media interaction

TV-shows with

telephoneSMS voting

Very low Affecting how to view the

content

Ordinary television

Table 22 Description of some different levels of interaction and some example applications

With a very low degree of interaction the user obviously has very little influence on

the content On an ordinary TV set changing channel or the sound volume are good

examples of operations possible at this level or interaction A low degree of

interaction at least allows the user to send information in some way to the content

provider In the case of television it is common to give the viewers the possibility to

send an SMS or to make a phone call to participate in a voting on some topic When

the interaction level increases another step the users can access additional

information that is connected to the content of the story Again with TV as the

example this kind of interaction could provide users with information about for

instance the actors in a sitcom or enable users to discuss the current football game

in the corresponding forum The highest degree of interaction discussed in this

report is achieved if the users directly can affect objects in the content or have the

possibility to make decisions to drive the plot forward (preferably in a direction

decided by the user)

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 19: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Interactive storytelling

23

There are two concepts lean back and lean forward which can be used to roughly

determine the degree of a medium or a platform Both words reflect the way a user is

often positioned (Miller 2004) when using a mediumplatform with a certain degree

of interactivity When the user is passive watching TV or listening to radio leaning

back in the sofa is a common position However when playing a computer game or

in some other way interacting leaning forward is a more common position

When creating a story the degree of interaction is worth thinking about Central

questions are ldquowhat degree of interaction does the platform in question supportrdquo

and ldquowhat degree of interaction are the users interested inrdquo Other questions could

be ldquoWhat interaction level matches the storyrdquo and ldquowhat interaction level matches

the purpose of the storyrdquo

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 20: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

24

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 21: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Different media platforms

25

3 Different media platforms

In this section a number of platforms that enable some form of interactive

storytelling will be described and discussed This section contains a description of

what each platform is and how it is currently used It also gives a brief prediction of

how it might be used in a few years Another topic discussed is the interaction

properties of each platform

31 Interactive Television set

There are many definitions of interactive television (iTV) Brady Communications

defines iTV1

as ldquoTwo-way communications between the TV viewer and service providersrdquo

Another definition provided by Quico (Quico 2003) claims that ldquointeractive television

can be defined as the result of the convergence between television and interactive technologiesrdquo In

general what distinguishes iTV from ordinary television is the possibility for users to

return information to the TV Using this definition a simple phone call to the TV

studio would fulfill the definition of iTV As we will see later the most common way

of achieving interactive television is by using another medium as a return channel

BRIEF HISTORY

In the 1970rsquos several trials for interactive television were performed The main

problems at that time were due to technical issues such as that the equipment was

not fully developed and therefore not always reliable and often expensive (Carey

1997) With the invention and rapid growth of the internet in the 1990rsquos many of

these problems were solved (Stewart 1999) Now with improved technological

conditions there were experiments in the middle of the 90rsquos where very advanced

kinds of interactivity were tested (Jensen 2004) Jensen however notes that the iTV

experiments around the millennium were scaled down to be more realistic and more

closely connected to technological progress

Jensen identifies three different forms of iTV depending on how the interaction is

achieved First Enhanced TV is described as a ldquosuper teletextrdquo service interactive

content is broadcasted and displayed on top of the program content The second

form of iTV described by Jensen is called personalized TV which means that a Digital

Video Recorder2

(DVR) stores the broadcasted content on a hard disk and allows the

user to pause rewind or fast forward in the recorded content while the recorder

continues to record the broadcasted material The third and according to Jensen

most common way of achieving interaction is called cross-media interaction By using

another medium as a return channel such as the web or SMS the viewers can

interact with the TV-program

1httpwwwbradycommunicationscomperspectivesglossaryaspx accessed 2006-09-15

2 Also called Personal Video Recorder PVR

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 22: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

26

INTERACTIVE TELEVISION SERVICES

One recent example of such cross-media interaction is the Swedish Televisionrsquos cell

phone application Kvick1

Users can download this application to their cell phones

and instead of sending SMS messages Kvick uses the GPRS or 3G channel for the

transmission of information This makes the communication cheaper and the users

can be more active in their interaction This service has ndash so far ndash been available

during a few events including the campaign before the Swedish general election in

2006

Two examples of digital TV services are TiVo2

and ReplayTV3

These quite similar

services are examples of DVR services described earlier DVR services like these

have not yet made it possible to interact with the content only with how the content

is being viewed

In recent years web services like YouTube4

have become popular on the internet

and there are already examples of such services available from an ordinary TV A

service like Current TV5

allows internet users to watch videos on the web page and

put a ldquogreen lightrdquo on videos they think deserve to go on air Then the videos with

most green light votes will be broadcasted just like an ordinary TV show This is

another example of cross-media interaction

An example of an interactive television service described by Quico (Quico 2003) is

the Portuguese TV Cabo that started in 1999 The interaction in this service is more

direct than the DVR services described earlier The users can interact differently

depending on what they are currently watching not only choose what content to

watch and when to watch it One service offered is interactive football matches

where the users can choose between different camera angles or can discuss related

topics in the forum According to Quico the main usage of the forum functionality

is for cheering on favorite teams provoking supporters of other teams or

commenting the match

Another service described by Quico available to TV Cabo users is ldquoNoites

interactivasrdquo an interactive talk-show The show has two separate studios and the

viewers have the possibility to affect what is discussed in one studio there are a

number of guests commenting what people have discussed in the forum Here the

viewers can vote for the person they want to see more of in the main studio where

the host discusses with the selected guests The topics of the discussions are also

voted for by the viewers

INTERACTION

One problem concerning the interaction is that it might be difficult to use an

ordinary remote control as they are designed today to perform more complex

1httpwwwsvtsesvtjspCrosslinkjspd=42645

2 httpwwwtivocom

3httpwwwreplaytvcom

4 httpwwwyoutubecom

5 httpwwwcurrenttv

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 23: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Different media platforms

27

actions There are innumerable kinds of remote controls but the vast majority at

least has some kind of four-directional steering cross a selectokenter key and

most often also a number keypad In addition to these keys there are for instance

menu keys color keys contrast keys teletext keys and volume keys

Compared to the most common computer interaction tools keyboard and mouse an

ordinary TV remote control is restricted missing some of the freedom that other

tools give Even if the remote control would be equipped with some kind of

trackball this is still trickier and more difficult to handle than a mouse

Concerning the picture size and quality in general TV screens have larger screens but

poorer resolution compared to computer screens However with HDTV the picture

quality of TV screens is getting better The current development with increasingly

larger TV-screens and better resolution could make it easier to develop good user-

friendly interfaces For an interactive storyteller this means that longer texts and

larger images can be added without decreased quality

CONTEXT

People watch TV in different situations The context is an important aspect of how

people use a platform since the way a user interacts with a platform depends on the

situation The most common place in which people watch TV is probably at home

The surrounding environment is probably quite calm people watch alone or together

with family or a few friends Many families even have several TV receivers at home

so that more people can watch TV on their own The sound volume is adjustable

and it can be assumed that everybody can see the whole TV screen

On the other hand there are also an increasing number of public places where a TV

is a part of the environment One such example is the sport bar where people come

together to have a drink and perhaps watch a game of football In places where there

are many people watching TV together not everyone can control the TV Often an

employee is in charge of the remote control This person decides what channel to

show and could perhaps change the channel or turn the volume up or down if

someone asks for it

The social context of TV viewing could change services like currentTV and Kvick

described earlier could make watching TV more of a social activity When people

together (or in contest with other viewers) have the possibility to vote for what to

view or in other ways affect what is happening on the screen the viewers get more

engaged in their viewing One very successful example of user engagement is

YouTube It provides a way for common people to share their own stories in an easy

way Even though the stories are not interactive there are possibilities for people to

grade or comment a video clip so that users can see what other viewers think about

different video clips

Another aspect of TV usage is that there are very many expert users who use the TV

several hours each day The users of the other platforms discussed in this report

cover a wider range of expertise When trying to design interactive stories for

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 24: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

28

television this knowledge can be both frightening and comforting Comforting

because people use the platform so often that they will quickly get used to the new

interactive features Frightening since people might be conservative not ready to let

go of the technology that they are used to People may also have a developed sense

of quality which makes it a great challenge to design interactive stories

Yet another difference between TV and the other platforms is the common use of

sound When watching TV there are almost always some music or sound effects

present Almost the only situation in a TV show or movie when there is no sound is

when the absence of sound is the result of a conscious choice by the director to

create an effect

FUTURE DEVELOPMENT

In many countries around the world television transmissions are changing from

analogue to digital In some countries the transition is almost finished while in other

countries it has not yet left the planning phase1

At the same time investigations and

research about how interactive television should be implemented is done (Fredriks-

son 2006) It is likely that in the next few years services like Digital Video Recording

will be more common An ordinary complete TV set might contain not only a TV

DVD-player and a sound system but also some kind of computer connected to the

internet

It is reasonable to assume that the viewers will get the option to somehow identify

themselves for example by having a personal user login Just like when using

computers people could have their own personal settings statistics of their viewing

etc With a feature like this commercial spots could be addressed only to persons that

have announced that they are interested in the commercial

It is possible that TV will turn more and more towards on-demand which means that

people chooses what to view and when to view it Already today with DVR services

and download of TV series via different file sharing techniques this way of watching

is not uncommon If this development continues it is imaginable that the

requirements on advertisement will be even higher than today Today it is possible to

simply change channel if the viewer does not want to see the commercial but at the

risk of missing the show when it is back on With DVR or other on-demand services

people will have even more power over what they wish to see One way for

advertisers to come around this problem is discussed by Miller (Miller 2004) In an

interactive quiz show where the remote control was used to answer the questions of

a quiz there were commercial breaks as usual After the break there were sometimes

questions about the content in the recently shown advertisements In this way a user

who wants to get the best score possible cannot afford to miss the commercials

since they could be worth important quiz points

Another possibility could be that advertisements will be so good that people actually

want to see them Already today there are TV shows showing funny commercials

1 httpwwwskaffastokabnudigitaltvasp accessed 2006-09-25

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 25: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Different media platforms

29

from around the world Advertisements can be seen as an own category of

entertainment

In a few years from now most people will still watch ordinary TV shows like today

news sitcoms sport documentaries and movies etc The use conditions will

probably be similar to how they are today and the main difference from today will

probably be that people have more control over what to view and when to view it

There are other possibilities though in an article on N24se1

a future with

holographic 3D-television is described According to this article within ten years a

holographic television will have replaced your coffee table For example when

watching a football match at this TV you will see miniature players made of light

running around on the TV

32 Mobile devices

There are many kinds of devices that can be described as mobile or wearable Devices

such as cell phones Personal Digital Assistants (PDAs) game devices like Sony

PlayStation Portable2

(PSP) and Nintendo DS3

and other wearable media devices In

the following section mobile devices supporting interactive storytelling will be

discussed

BRIEF HISTORY

In the beginning of the 1990rsquos the usage of mobile devices started to take off

(Lacoheacutee et al 2003) According to Kotz and Gray (Kotz amp Gray 1999) mobile

devices is one of the areas within the computer industry where the growth is highest

In an article by Wright (Wright 2006) it is stated that the number of mobile devices

able to connect to the internet is increasing With this technology new opportunities

come to provide users with useful andor entertaining material

Cell phones have according to Jenkins (Jenkins 2004) changed from being just

telephones into more advanced multimedia devices able to play music and video and

with the possibility to browse web pages At the same time mobile game consoles

have developed in a similar way away from being simple game playing machines

Now devices like the Sony PSP and Nintendo DS are able to connect to the internet

and act as video and media players as well as browsers of web pages

INTERACTIVE SERVICES FOR MOBILE DEVICES

Today there are a number of services for mobile devices primarily for cell phones

There are mainly services like downloading of music pictures games video clips but

there are also a few examples of mobile television4

One example of a game ndash that is an interactive story ndash for a mobile device is the

Japanese game Mogi5

The game uses a positioning system (eg GPS) and is played by

1 httpwwwn24sedynamisktprylardid_13707277asp accessed 2006-11-01

2 httpwwwyourpspcom

3 httpwwwnintendocomchannelds

4 An example of such a service is Movio httpwwwbtplccomInnovationNewsMoviohtml

5httpwwwmogimogicom

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 26: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

30

moving around in the real world using the cell phone to collect virtual items Points

are earned by getting complete collections of specific items Items can also be traded

between players Another game of this kind using the cell phone to find virtual

objects in the real world is RayGun1

In this game the player has to move in the real

world to track down and attack (virtual) ghosts

In recent years blogging has become a popular activity Bloggers post their stories for

people to read and comment so blogging can be seen as an interactive storytelling

activity And now there are services2

to allow people to do their blogging from their

cell phone and it is likely that more services of this character will come to be

One interesting idea is presented by Wiberg (Wiberg 2004) inspired by file-sharing

networks on the internet Wiberg developed in this research project an application

for mobile devices called FolkMusic The idea was to allow users of this technology to

share the music in their mp3-player with nearby people The application provides a

list of songs available in the surrounding area and the user can choose to listen to

any song present in this list

INTERACTION

The mobile devices of interest here are the ones able to connect to the internet since

this is probably necessary to be able to utilize the interactive services available

Compared to ordinary television sets mobile devices have relatively small screens

often 2rdquo ndash 5rdquo and therefore less information can be viewed at the same time

compared to the TV set Therefore it is more difficult to read for example a web

page (Hoyoung et al 2002)

The interaction on mobile devices is often restricted to navigating in menus even if

there are examples of more mouse-like interaction solutions for mobile devices For

example the PSP has (at least) two options open for the user when browsing a

webpage One is using the steering cross to move the arrow between the links on a

page Another option is to use an analog stick similar to those often found on

laptops The latter option allows the user to interact in a way more similar to how a

conventional computer mouse is used

CONTEXT

One possible problem with mobile devices is the fact that they can be used

anywhere which of course also is their main feature The conditions when using a

mobile device can vary very much from sitting in a couch at home in a totally calm

environment to sitting on a bus filled with talking people and screaming children

Mobile devices can be used in various situations but according to Hoyoung

(Hoyoung et al 2002) people tend to use their cell phones mainly either at home or

at the office However the device and its applications must be designed with the

various conditions in mind An application must be usable even if the surroundings

are noisy or if the lighting conditions are changing

1 Read more at httpwwwgizmagcoukgo3539

2 For example httpmobilbloggse

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 27: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Different media platforms

31

Concerning the users of mobile devices they have a wider range of expertise than

TV users This may be due to the rapid development of the platform or because of

the fact that mobile devices have not been a part of peoplersquos lives for a long time

Therefore it cannot be assumed that as many users will learn and take advantage of

new technical improvements However since mobile devices are most often tied to

one person each user can determine for themselves whether they are interested in

using all features of their device or if they just want to use the basic functions The

fact that mobile devices are personal could be used for exciting functions such as the

FolkMusic application discussed earlier

FUTURE DEVELOPMENT

As many mobile devices not only can connect to the internet but also with nearby

equipment (using eg Bluetooth) it is likely that more ways of using this possibility

will arise One scenario could be the possibility to use a mobile device to ldquopick uprdquo

content from another device perhaps a computer or a TV With such a function

people would be able to change more freely from one platform to another For

example think about watching an interesting TV show but you have to go to the

bus Currently you would have to choose between missing the rest of the show and

missing the bus In a few years you may be able to synchronize a mobile device with

the TV bring your device and be able to get to the bus on time Once on the bus

you can finish watching the TV show

Another example that might give a hint of how mobile devices can be used in the

future is a scenario by Microsoft1

where a visually impaired person uses a mobile

device to control appliances like copier and microwave oven It is likely that the

future of mobile devices is as much about devices interacting with other devices as

about users interacting with the device

Lacoheacutee (Lacoheacutee et al 2003) predicts that the possibility to connect a mobile device

to the internet will be taken for granted and that this ubiquitous access will lead to

more useful applications Lacoheacutee also sees the advent of thin perhaps bendable

displays With a display the size of a credit card always connected to other devices in

the environment there are numerous possibilities for social and interactive activities

She also notes that the social use of new technology is often overlooked together

with the possibility for users to create their own applications

There is also a social aspect to consider when discussing mobile devices Nowadays

more and more people are reachable round the clock since more people have a cell

phone At the same time more people are using mp3-players or other wearable

media devices Thereby more people walk around ldquoin a bubblerdquo unaware of what is

going on around them The use of the internet seems to be turning towards more

social activities and it is not unlikely that this development will spread over to

mobile devices as well Currently there are many tools that can be used for different

kinds of social activities such as SMS phone calls and digital cameras

1 httpwwwmicrosoftcomenablebusinessfutureaspx accessed 2006-11-01

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 28: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

32

As mobile devices become increasingly advanced and possibly a great tool for

interaction with information as well as with people very interesting situations might

occur Perhaps it is like Robert Nilsson (Nilsson 2006) wrote (free translation)

Donrsquot be surprised if you in the future hear things like ldquoIrsquom sorry Irsquom late I met a hydra outside

the grocery store and as you know they can drop a unique dwarf shield May I borrow your computer

to healrdquo

33 Game consoles

Game consoles have always been used to play games and are therefore suitable for

interactive storytelling The following section will mainly be about the three main

competitors Nintendo PlayStation and Xbox So far game consoles have mostly

been used for just playing games but as we will see this seems to be changing

BRIEF HISTORY

Computer games appeared in the early 1970rsquos although some earlier attempts were

made Games like the successful Pong and Space Invaders were invented during this

period According to Herman (Herman et al 2002) during the late 70rsquos and the early

80rsquos the market flourished just to have some tough years in the mid 80rsquos Herman

claims that during the second half of the 80rsquos the computer game market set off

again with the Nintendo Entertainment System (NES) console and titles such as

Super Mario Bros and Tetris During the 90rsquos and until today the market has kept

growing and with each new generation of game consoles the games have become

increasingly technologically advanced

Until a number of years ago a game console would only let you play games but now

consoles are equipped with DVD-players and can connect to the internet to provide

different services such as demo game downloads and online gaming The current

game console generation seems to take another step in this direction The PlayStation

3 for instance is not called a game console Sony describes it as a computer entertainment

system1

INTERACTIVE GAME CONSOLE SERVICES

Many of the games on these consoles are good examples of interactive digital stories

even if there are people who do not share this opinion (see the section about games

and storytelling) Even if the members of the new generation of consoles supports

connection to the internet and some allow downloading of demos or whole games

there are not that many interactive services dealing with anything else than games

This somehow seems natural since the game consoles have always been and will

probably almost be mainly about playing games

INTERACTION

The interaction possibilities have become more and more advanced The old steering

cross has been replaced (or complemented) with the more accurate analogue stick

and alternative controllers such as steering wheels step pads congas and

1 httpwwwusplaystationcomPS3defaulthtml accessed in 2006-09-20

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 29: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Different media platforms

33

microphones have become popular The new Nintendo Wii console is promoted

with much focus on its motion sensing wireless controls With the Wii controllers1

it

will be possible to use different equipment in the game just like you would use it in

the real world swing the controller like a tennis racket or a golf club or use the

controller to point somewhere on the screen etc The Sony EyeToy2

is another

example of an alternative interaction device The EyeToy uses a camera and

microphone to allow players to control the game by moving in front of the camera

and give commands to the game via the microphone

Console games often use a TV as the display so the development of for example

HDTV is of interest also for game consoles However as one person noted3

people

tend to sit closer to the screen than what is necessary when playing console games

CONTEXT

Game consoles are mostly played at home and in some cases at an office or in a

public place ndash for example in a game console store Some games are pure single

player games with no option for several players Other games are intended to be

played by several persons often 2-4 players In recent years several game titles have

been released such as Sing Star Buzz and Dancing Stage which can be described as

party games When playing these games the joy is almost as much about the playing

itself as about watching others play

These games have also had influence in another context of playing namely the

playersrsquo physical position This will be taken yet another step by the controls of

Nintendo Wii Before the typical playing position was probably sitting down leaning

slightly forward with the remote control in your hands With the new kinds of

controls this position will be more varying sitting standing dancing jumping

waving etc The only limits will be the imagination of the game developers and the

physical laws

FUTURE DEVELOPMENT

If game consoles follow the trend in other areas they will in a few years be used for

many other things than playing games There are already are already demonstration

videos for the coming generation of game consoles where simple picture editing

applications are shown

It is possible that this kind of development within the game console industry will

lead to new ways of creating interactive stories One interesting way to present a

story inspired from the common television series format could be to allow players

to subscribe for a ldquogame seriesrdquo For instance one new chapter of the game could be

released each week much like a TV series is shown Maybe the episodes can be

designed continuously and in some way allow the players collectively to influence

which way the story takes

1 httpwiinintendocomcontrollershtml

2 httpwwweyetoycom

3 Haringkan Gulliksson personal conversation 2006-10-23

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 30: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

34

Microsoft is working on a system that will take their Xbox Live system to another

level with Live Anywhere people will not only be able to access their personal profile

from their Xbox but also from a computer or from a mobile device It will also be

possible for PC gamers to play certain cross-platform games against Xbox gamers

and there will be games available to mobile devices as well1

This is another example

of how different media platforms converge and become more similar

If the consoles continue the development towards advanced media centers and the

controls become increasingly advanced we will see new ways of interacting with

different kinds of media It is for example likely that the new Wii controls will inspire

not only game developers but also other areas of interactive digital storytelling

34 Personal computers

This section is more difficult to define exactly what it is about Are the computers

interesting per se or is it in fact the internet that is interesting A large amount of the

(interactive) content used on computers is at some point downloaded from the

internet But the possibility to connect to the internet is essential to many of the

other media platforms discussed here as well However without the personal

computer (PC) the internet would not exist at least not as it looks today Therefore

the topic of this section is the personal computer even if the internet will also be a

part of it

BRIEF HISTORY

Until a few years before the internet computers were generally quite slow bulky and

not so easy to use2

In the mid 80rsquos the Macintosh was released3

with a Graphical

User Interface and the personal computers started to become accessible to more

people Since the arrival of the World Wide Web in 1993 the development has been

rapid and there are now millions and millions of web pages (Nielsen 2006) of

which many have some more or less interactive content As computer hardware gets

better and connection bandwidth increases the services become more advanced

offering more video and audio content Services such as web based television games

online stores dictionaries radio betting educational services blogging and video

blogging are all more or less common on the internet

INTERACTIVE SERVICES

The PCs have become capable of doing more and more and in this way the

computer is more flexible than the other platforms discussed Using only a PC you

will be able to watch videos listen to radio and play more or less advanced games all

with quite good control

A very simple example of an interactive computer story is Dracularsquos riddle4

a website

where puzzles have to be solved in order to advance to the next level A level

1httpwwwxboxcomen-UScommunitynewseventse32006articlese3pressbriefing2htm

accessed 2006-11-01

2 httpenwikipediaorgwikiPersonal_computers accessed 2007-01-02

3 httpenwikipediaorgwikiHistory_of_the_graphical_user_interface accessed 2007-01-02

4 httpwwwdraculasriddlecouk

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 31: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Different media platforms

35

consists of a picture where clues often as text or symbols can be found Through

these clues sometimes with help from picture editing tools and internet searches the

URL to the next level can be found The interaction is very simple a picture is

shown and to advance through the application the player needs to find out the

correct answer to the given puzzle

INTERACTION

Even if many of these services are available also for mobile devices the screen size

and resolution are likely to be superior on a PC The screen is usually smaller than a

TV screen but has a higher resolution The computer can be connected to an

external display for example a projector or a TV This is often used for

presentations when many people watch the screen

The usual tools for interaction are a keyboard and a mouse which together offer

more possibilities than for example a TV remote control There are other interaction

tools as well for example a trackball or a sketchpad Both of these could be seen as

alternatives to using the mouse

CONTEXT

PCs are now used in many different contexts including at home school office and

public places such as the library and internet cafes At work a PC is mainly used as a

tool At home it is used for instance for entertainment online shopping and

homework At public places the users are often limited to perform certain tasks For

example the library computer can often only be used to search the libraryrsquos

catalogue

Although there are now many places on the internet where people can come together

to discuss common interests or play games with each other a PC is still a single user

device The increasing use of PCs has in some sense moved many persons social life

from the real to the virtual world instead of meeting with friends physically

somewhere it is not uncommon that everyone is sitting at home by their PC seeing

each other online

A difference between TV and computers is the use of sound On a TV as mentioned

earlier sound in some way is almost always present When using sound in computer

applications the context in which the application will be used must be considered In

an office for example too many sounds can be disturbing and should be used

sparsely (Palmquist 2006)

FUTURE DEVELOPMENT

It is difficult to predict what role the PC will have in the future since the difference

between different media decreases (Jenkins 2004) More people might in a few years

have a combined PCTV in their homes but the PC as an important office tool so

far seems unthreatened It is likely though that computers will be surrounded by

wireless or mobile devices to a larger degree than today There are wireless computer

mice and keyboards on the market today but they are still in minority

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 32: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

36

In recent years the focus for many web users has moved from taking part of content

created by companies or other institutions of some kind to taking a more active role

in creating their own web content (Jenkins 2004) Thus many users become more or

less active storytellers and it is likely that we in the future will see many new ways of

telling interactive stories

35 Other platforms

In addition to the platforms discussed above there are some other interesting

examples of how new technology has been used not necessarily to tell a story but to

offer interactivity to make something more appealing There are many other different

interactive technologies used in various ways but these three examples were chosen

in this report The different technologies used in these examples can contribute with

inspiration in the development of new ways to apply interactive storytelling

INTERACTIVE WINDOW SHOPPING

One innovative example from New York is an interactive shopping window on a

Polo Ralph Lauren store1

This window allows those who want to buy a displayed

item by tapping the window and drawing their credit card in the card reader Items

are projected onto the window and there is a thin foil enabling the touch screen

behavior In this way people are able to order displayed clothes directly from outside

the store even if the store is closed

INTERACTIVE BILLBOARD CONTEST

Another example is taken from Belgium (Epiphany 2004) where people could send

an SMS to a number displayed on an interactive billboard to enter a contest with a

chance to win a car When a person enters the contest they receive a question via

SMS The billboard shows a pinball environment and depending on whether the

person answers the question right or wrong the displayed pinball game behaves

accordingly at a correct answer the pinball game will show a winning behavior an

incorrect answer will result in a ldquotiltrdquo behavior This is an example of cross-media

interaction (mentioned in the section about interactive television)

INTERACTIVE STORYTELLING TOY

In a research project by Fontjin and Mendels (Fontjin amp Mendels 2005) StoryToy is

developed and described It is a set of toys equipped with sensors and sound

designed as a farm environment with stuffed animals such as cow pig and sheep

There are three different play modes with different difficulties The free play mode is

just like any other farm toy the technology is not involved at all In the reactive play

mode the animals just react to what the child does for example picking up the cow

yields a ldquomoordquo sound from the cow The animals can also sometimes express a

desire that can be fulfilled by moving them to some appropriate place on the farm

In the story play mode there are a number of stories that can be played The different

animals can have different opinions on what to do next and depending on what

action the child takes the story takes different turns

1 httpwwwnowpubliccompolo_ralph_lauren_adds_twist_to_window_shopping accessed 2006-

11-01

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 33: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

The demo application

37

4The demo application

The goal of this project was to demonstrate how a web based production can be

moved and adapted to an interactive television environment The web production

that has been changed and adapted is called Planet In Need and was originally created

by North Kingdom It is an entertaining advertising campaign site created to inform

the visitors about the physical benefits of drinking milk (and the ailments that may

occur if not drinking it) The goal of the campaign is to increase milk sales To be

able to refer to the Planet in need production in a consistent way from now on the

word site will be used The interactive television version of the campaign consists of

two different versions one more interactive and one more linear

Throughout the project the importance of the context has been emphasized To be

able to understand the difference between the two situations (sitting in front of your

computer with mouse and keyboard and sitting in your couch with a remote

control) it has been important to be able to do the demonstration in an environment

with believable conditions Therefore one important part of the project has been to

change the site so that it can be navigated using only an ordinary remote control

However since this is also a prototype to demonstrate possibilities in an interactive

television environment the application should be used with its exploratory purpose

also in mind Some things are not consistent throughout the site since they represent

different ways to solve the same problem

41 Technical solution

A number of different ways to do the simulation were considered One of the

considered options was to change the way the navigation is done but still sit by the

computer This would however much ruin the feeling of sitting in front of the TV

and thereby much of the point in doing this project would have been lost Another

considered ndash and eventually also rejected ndash option was to somehow convert the

Flash production into a DVD production and in this way come closer to the wanted

situation After a few hours of research about DVD authoring and DVD menus it

was clear that there were too many problems to solve in order to get this to work

The used solution is a combination of these alternatives using a remote control to

control the computer In this way the work with the production could be done in

Flash separate from the work to adapt a remote control to the computer To

strengthen the feeling that the situation is ldquowatching an interactive television

advertisementrdquo rather than ldquovisiting a webpagerdquo there is also an intro where a more

ordinary TV commercial spot is shown In this advertisement the user is encouraged

to ldquoPress OK to learn morerdquo This means that the user has the option to press a key

on the remote control to access more information related to the advertisement The

resolution has been adjusted to fit the TV used and issues concerning bandwidth

have been ignored

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 34: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

38

Concerning what remote control to use it was decided quite fast to use an ordinary

remote control The main keys to use are the steering cross (up down left right)

and a select key of some kind Select keys can have different labels for example Ok

Select Enter etc but the function is most often the same to choose an object In

some parts of the site also the number keys (0-9) and the four color keys (green red

yellow and blue) will be used Even though there are more advanced alternatives

such as remote controls with a trackball (mainly for computer usage) the majority of

TV users are assumed to be familiar with the kind of remote control used in this

project

Since the original files were made in Flash 8 Professional it was a natural choice to

go on using this program To be able to simulate the TV environment a personal

computer connected to a TV was used together with an infrared receiver connected

to the computerrsquos COM-port On the computer two applications called AutoHotKey

and Winlirc were used to map the signals from the remote control to the

corresponding keys on the keyboard In this way any remote control compatible with

the IR-receiver can be setup to control the Flash application During the

development of the application the computer keyboard was used for the navigation

instead of the remote control to provide a fast way to test the application

42 Planet in need

When the user makes the choice to ldquolearn morerdquo a dialogue box appears where the

user is asked to choose one of two versions of the campaign one more linear and

one more interactive These represent two different approaches to presenting the

campaign The ldquofull versionrdquo is closer to

the original web version with essentially

the same structure The ldquolight versionrdquo is

a more linear but less interactive version

These two versions were made to

investigate how to present essentially the

same content offering two different levels

of interaction It has been assumed

throughout the project that a TV viewer is

not prepared to be as active as a computer

user However at first I experienced some

kind of mental gridlock towards making

changes to the already finished site This

resulted in a version with a high degree of

interactivity perhaps too high for TV

viewers Therefore it was decided to also

do a second less interactive version

In the following sections the Planet in need

campaign site will be described First the

original web version is described in some

detail and after that the full and linear versions will be described

Figure 412 Structure of the original version

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 35: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

The demo application

39

43 Original version

In the campaign there are two different sites involved one site where American

farmers in a documentary style describe the problem with their cows being abducted

by aliens This site can be found at httpwwwcowabductioncom The other site is

the already mentioned Planet in need found at httpwwwplanetinneedcom This site

tells a story about aliens who suffer from different health ailments but now they

have found a ldquomiracle elixirrdquo ndash milk ndash provided by ldquothe supreme onerdquo ndash a cow ndash on a

ldquodistant planetrdquo ndash the earth

When a user first arrives to the site there is an intro where a cow floats around in

space There is a warp effect to show how the cow is moved a huge distance The

user follows the cow and arrives to the Brittlelactica planet system (see Figure 413)

A hologram message next follows from the emperor of Brittlelactica speaking to the

citizens and describing the benefits of drinking milk After this the control is left to

the user who can choose between four different planets to visit (See also ) There is

the main planet Brittlelactica and three ldquomoonsrdquo ndash called Da Iry Mission Archives and

TV Transmissions

Figure 413 The Brittlelactica planet system serving as a main menu

Next each of the planets will be described

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 36: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

40

bull Brittlelactica ndash Choosing this planet gives the user the option to select

between four different regions of Brittlelactica There are Insomniastan (see

Figure 414) where the citizens suffer from insomnia There are PMStonia

where PMS symptoms are a problem On Papau Hairthinny the citizens have

hair related problems And finally on Cavitopia the citizens have problems

with their teeth In each of these regions the user can choose to listen to a

message from the leader of the region and to listen to a short history about

the region

Figure 414 The chancellor of Insomniastan

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 37: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

The demo application

41

bull Da Iry ndash The Brittlelacticanrsquos believe that Da Iry is the name of the Supreme

one the cow When the user has chosen to go to this planet there are three

different alternatives to choose between There is the Da Iry Translator where

the users can type in questions to ask the cow Da Iry The translator uses a

parser to examine what words are included in the question In this way the

cow can answer to the questions in a general way but still give the illusion of

understanding what the user asked about For example if the user asks the

question ldquoWhat is the meaning of liferdquo the answer can be ldquoThe mysteries of

life are for Da Iry to know and for you to discover on your ownrdquo The

second alternative on this planet is the scientific extrapolation (See Figure 415)

Here the different limbs of Da Iry are examined and described in a

humoristic and naive way The third choice that can be made on this planet is

to watch a short video of how Da Iry was discovered

Figure 415 The scientific extrapolation of Da Iry Learn more about different parts of the

hovering cow

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 38: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

42

bull Mission Archives ndash When a user makes this choice an animation of the space

trip from Brittlelactica to earth is shown If the user chooses to go to the

earth they come to a map showing North America (See Figure 416)

Different coordinates are marked out showing the aliensrsquo failed attempts to

find Da Iry Different everyday objects are shown and described with focus

on their somewhat far-fetched similarities to cows

Figure 416 The Mission Archives A card showing a cat Rolling over the card with the mouse

reveals a description of the cat

bull TV Transmissions ndash In this area the user can choose between five different

video clips to watch These were shown as TV commercials during the

campaign

44 Full version

That was shortly how the original site is structured and what the user can do when

visiting the site In the following section the changes that have been made on the site

in order to adapt it to an interactive television environment will be discussed Some

changes will be described generally while others will be covered in greater detail

In this version only minor changes have been done to the two intro sequences and

no change at all in the ldquocow space flightrdquo scene In the hologram message scene (See

Figure 417) there are a number of minor changes most of them are changes that

have been applied generally on all parts of the site On the left side a menu tab to

open a side menu has been added (it does not show in the figure below) The side

menu will be described later in this section In the upper right corner a ldquoback to TVrdquo

icon has been added and the ldquogot milkrdquo logo has been removed These changes

have been applied to all parts of the site

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 39: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

The demo application

43

Figure 417 Hologram message Original version (upper) and the full version (lower)

Another difference between the original and this altered version is that the possibility

to download additional material such as screensavers and desktop wallpapers has

been removed In the hologram message scene this resulted in that one button

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 40: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

44

originally used to download a screensaver was removed The last change made to this

scene is also something that goes for the whole site the text size has been increased

to be readable from a longer distance In some scenes some texts have been slightly

altered most often shortened since there otherwise would be no room for them In

this scene it felt important to be able to include the whole text since it also had an

introducing purpose To be able to do this without filling the whole screen with text

a feature often present in television was used subtexts The text was simply displayed

as subtext synchronized with the hologram video and sound

The next part of the site is the Brittlelactica planet system which can be seen as

some sort of main menu This menu including all parts of the site that are in the

same area (the Brittlelactica Choose Region menu and the four regions of

Brittlelactica) has not been changed much from the original version The only

changes that have been made are mentioned among the general changes above

The Da Iry scene also has undergone visual changes of the same kind and the part

where the user can watch a short video has not been altered at all apart from the

general changes However there was an interesting challenge concerning the asking

of questions in the Da Iry Translator part Since the keyboard input that was

originally used was not an option and since the only interaction tool at hand was a

remote control the questions had to be written in some other way A number of

different alter-natives were considered One option was letting people choose from a

number of pre-written questions This however greatly limits the number of

questions As mentioned earlier for the web production a sort of pseudo AI

question-answer processing was used It would seem a waste of resources not to

make use of this and in addition to this the alternative of choosing among questions

seemed to be the most boring although perhaps the easiest to use

Another option that was considered was to use an on-screen keyboard text input

system inspired from how input often is done in console games There are of course

differences in how these work but the idea is to have some layout of keys (often

alphabetically) and to use the control to move a marker and simply pick the letters in

the correct order If designed correctly this could be made intuitive (and actually

quite fun to use) even if it probably is not that efficient

The third and eventually chosen option was to reuse a technique used daily by many

people and simply move it from its ndash so far ndash most common platform cell phone

text input The usual TV remote control has number keys (0-9) and most often also a

four direction steering cross These controls are enough to be able to write short

texts A simple Flash implementation of such a text input application was found

(Leggett 2006) altered and used Changes that were done include the possibility to

step back and forward through the text and to be able to delete characters anywhere

in the text string One option that could improve the efficiency (James 2001) is to

use some sort of predictive text input method for example T9 However there are

licensing terms to use this method and for the purpose of this demo application the

simpler version is good enough

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 41: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

The demo application

45

The last part of the Da Iry planet is the scientific extrapolation In order to be able to use

the texts from the original version an alternative solution had to be made The

different labels are still in the same place but instead of having the related text

shown by each label there is a text area beneath the cow where the text related to

each concept is shown when a word is highlighted (See Figure 418) A feature that

has been removed compared to the original version is the option to rotate the cow

This was done in order to keep the interaction as simple as possible The possibility

to rotate the cow did not contribute with any information to the story it was just a

cool feature and was therefore considered dispensable

Figure 418 The original version (left) has the ldquoRotate DA IRYrdquo option at the bottom and the

descriptive text beneath the currently selected label The full version (right) has no rotate-option and

the text is in an area beneath the cow

In the Mission Archives part of the site the space travel animation is still the same as

before However for the part where the user can explore different objects retrieved

during the attempts to find Da Iry the whole layout has been changed (See Figure

419) The original version only consists of a map with marked coordinates Clicking

a marked coordinate brings forward a card showing the object obtained at that

coordinate In the full version all cards are always present with the text in the upper

right corner describing the currently active card and an enlargement of the object

shown in the lower right corner When choosing a card by pressing the select button

the map is enlarged to show more clearly where this object was found

The last part of the site is the TV Transmissions part There are a few changes that

have been made here As in all other parts of the site the text size has been

increased In this part the possibility for the user to control the videos have been

removed it was not considered necessary to be able to pause or rewind a movie that

is not longer than perhaps 30 seconds At least not when put against the navigation

simplification that followed with removing that possibility

The size of the videos has also been increased with lower quality as a side effect At

this time it is good to point out that the new versions are prototypes in a sharp

version the videos would of course be created with the quality necessary to be able to

show them in a large enough size The video content has not been altered in any way

in this part However as we will see later in the light version there are some

possibilities to interact also with the content of the videos

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 42: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

46

Figure 419 The original version (upper) and the full version (lower)

To the full version of the site a side menu has been added (See ) In this menu the

user can access additional information about the site This was originally added to be

able to add some new information to the site without altering the original version too

much It also serves as a place where to put information which is not part of the

story but that is still related to the site For example the legal disclaimer does not

contribute to the story but it must necessarily be present somewhere This side

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 43: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

The demo application

47

menu also contains a

navigation overview so that the

users can easily get an

overview of the amount of

content available on the site

Another option in the side

menu is the possibility to

rate the site Inspired by the

many different rating sys-

tems available on the inter-

net this rating system lets

the user grade the site from

one to five stars and see

examples of other recom-

mended sites The idea is to

use peoplersquos ratings to be

able to tell the users that

ldquoother people who like this site also like these sitesrdquo

The side menu also contains an option called descriptions This choice lets the user see

descriptions of a number of concepts seen in the site The need for this function is

uncertain it is more of a test to see whether such functionality could be useful After

all the application developed is supposed to be a prototype The two options not yet

described are quite straight forward ndash the add to bookmarks choice lets the user add

this site to hisher iTV bookmarks and the site information choice shows information

about the site such as what music is played or what actors are featured

45 Light version

In the light version which has not come as far in the development as the full version

ndash partly because the full version could reuse a lot more material from the original

version which was complete at the beginning of the project ndash the idea is to include

only content necessary for telling the story of this planet system One limitation in

doing this has been the fact that all content is customized for another purpose

Therefore what kind of material that was accessible also had to be considered when

deciding what should be included in the light version

The idea of this light version was to tell the central story in a quite linear way with a

limited amount of interaction possible This resulted in a quite harsh judgment of

what material to include and not Much of the material included in the original and

full version has not been included in the light version None of the material from the

Da Iry part with the translator and scientific extrapolation has for instance been

included Neither have any of the speeches available from the different regions of

Brittlelactica

The linear version consists mainly of video material from the campaign but also

contains some of the pictures from the Mission Archives These do not contribute

Figure 420 The side menu

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 44: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

48

with any crucial content to the story but they add a fun twist to the story Also they

can be adjusted to be presented in an appropriate way unlike some of the other

material for example the books presenting a short history of the different regions of

Brittlelactica

The linear version begins with the hologram message from the emperor presented

with subtexts just as in the full version To get to the next part of the story the user

can use the remote control and simply click the select or right button If the user

never chooses to interact during the linear version it will continue anyway just like

an ordinary non-interactive advertisement The next part is a video episode number

one from the TV Transmissions

Next part of the light version is a new scene where the pictures from the Mission

Archives are presented with the related descriptions (See Figure 421) The pictures

are presented one by one each is presented a limited time but the user has the

possibility to go back and forward through the pictures To keep to the story theme

the pictures are presented with a teleporter effect so that each picture flickers in and

out from the display area In addition to this the pictures move slightly up and down

to simulate a hover effect The next parts of the light version are the four remaining

TV Transmission movies that are presented one after another

Figure 421 One of the pictures shown in the ldquoslideshowrdquo The five lamps on the side of the podium

gives an indication of the time left until the next picture is shown

In the videos of this version the user has the possibility to get more information

about different objects occurring in the video This possibility to access objects

within the content has been called intramedia annotation (Braun 2001) In this light

version of the site the possibility to access objects has been implemented in a

number of different ways but the main idea is the same In one video there are

colored dots on the objects that can be accessed The user can click the

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 45: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

The demo application

49

corresponding keys on the remote control (the red green blue or yellow button) to

get information about some object The video is then paused and the information is

shown until the user clicks any button In another video the user can press the

select key to toggle the possibility to view objects The video then continues to play

until it comes to a predefined point It then pauses and visualizes what objects in the

current scene that the user can choose This possibility can be implemented in many

various ways all with different pros and cons

In a perfect world it would be decided in advance what objects in the video should

be accessible Perhaps they could be incorporated when making the videos And

again concerning the quality of the videos throughout the light version the video

quality is not good enough to show the videos in the size needed for this purpose

Therefore it must again be pointed out that this is a prototype not a sharp version

46 Limitations of the prototype

During the work with the development of these two different versions not

everything has proceeded according to the plan One thing that had to be left

undone was the possibility for the user to navigate via the navigation overview in the

side menu It would have been a great feature to be able to use the overview as some

kind of display window the user could easily see what happened in each part of the

site and if anything seemed particularly interesting the user could simply press the

select key to go to the correct place However there are often multiple things

happening when the user chooses to leave one page to another functions are called

to resize objects load and unload movie clips etc Since the navigation overview

would have offered the users to take several steps through the site structure just

using one button press these functions had to be altered It turned out to be very

difficult to get this to work properly and it was therefore not implemented

A problem that sometimes occurs when running the application is that it crashes

This occurs when many buttons are quickly clicked in sequence the application will

then not have enough time to load all necessary material and may come to a halt

However since the remote control does not support as fast operations as the

keyboard which has been mostly used throughout the development of the

application this is not considered a serious problem On the other hand the fact that

the remote control requires a certain time to register a key-press could also be

considered to be a problem Probably this is due to the quality of the IR-receiver and

can certainly be assumed not to be a problem in a non-demonstration application

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 46: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

50

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 47: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Design guidelines

51

5 Design guidelines

During this project the practical work literature studies and thinking has lead to a

number of things to consider when moving a story from web to interactive

television Some of these things have been realized in the project while others for

different reasons have been rejected For each category discussed in this section

examples from this project have been discussed and will be concluded into a list of

things to consider As with many other lists of things to think about these ideas are

rather guidelines than actual rules

51 Interaction possibilities

Concerning the wide topic of interaction there are a number of questions to

consider preferably before the implementation has begun One has to do with what

degree of interaction the platform in question does support Different platforms

support different degrees of interaction even if these differences tend to decrease

(see the platform section) However with the development of different interaction

tools and computer games in mind it is easy to imagine that also TV viewers can

interact in a much higher degree in a number of years

For this project it was assumed that the only tool that should be used for the

interaction is an ordinary TV remote control This limits the possibility for the users

to interact with the platform compared to the original platform of the site in

question (personal computer) One concrete change that was made to match the

lowered degree of interaction was to remove the possibility for users to download

desktop wallpapers This possibility was not crucial to the story and it would have

made the navigation in some parts of the site more difficult In addition to this

wallpapers for a TV did not seem very useful at the moment

A remote control does not support exploring activities in the same way as a mouse

does It has therefore been important to set focus on the parts of the story that

directly has to do with the story In the original version there are some functions that

are only discovered if the site is used with curiosity and those functions have not

been included in the demonstration application

Another question to consider is what degree of interaction the users are interested in

This question however needs deeper investigation Anyway it can be a good idea at

least to try to consider how much the users are prepared to engage and interact with

the application in question For this project it has been assumed that TV viewers ndash

and therefore also interactive TV users ndash are less interested in interacting than

computer users are Therefore the aim has been to achieve an interaction level of this

prototype somewhere between that of TVs and computers

Two questions more closely related to the story itself concern what degree of

interaction that matches the story and the purpose of the story For the story in this

project about a planet in need the degree of interaction is fairly low compared to

many other interactive digital stories The users cannot affect the story they can only

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 48: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

52

choose what part of the story to explore and in which order etc The only place in

the story where the degree of interaction is higher is in the Da Iry Translator part

where the user can ask questions to the cow

The purpose of the story in this project is ultimately to increase milk sales According

to Dholakia (Dholakia et al 2000) engaged users tend to revisit a site more often

and thus they are exposed to the message of the advertisement for a longer time

Therefore it can be assumed that adding the possibility to interact with this

commercial spot (compared to the ordinary non-interactive TV of today) can help

increase milk sales

A brief conclusion of some things to consider concerning the interaction

possibilities

bull Think about the interaction possibilities available and try to adjust the story

accordingly

bull Think about the users what is conventional on the platform in question

what degree of interaction are they used to and what degree of interaction do

you think they are ready to deal with

bull Consider the purpose of the story ndash is it for instance an advertisement or an

entertaining story What are the users supposed to do

52 Text

An area where it was quickly discovered that changes had to be made is the

presentation of the texts of the site In order to be able to read the text when the

screen is not as close as usually is the case when sitting by the computer the text size

must be increased This in some cases also makes it necessary to edit the text since

there might not be enough room to fit all text when it is getting larger One

alternative could be to let the user scroll in texts that are too long to be displayed in

its entirety But this can in some cases mean that the wanted simplicity in the

navigation of the site must suffer In the few cases of this project where texts have

almost fit in these texts have been slightly shortened without ruining the meaning of

the text Some texts have been completely removed in order to avoid cluttering the

screen and thereby making it harder to distinguish what objects on the screen are

important

Another question always of interest when working with texts is what kind of typeface

and color to use According to Palmquist (Palmquist 2004) it is wise to choose a sans

serif typeface when the text should be read from a distance Miller (Clive Miller

2004) claims that texts that should be shown on television should be light with dark

background Both of these tips were already implemented in the original version

most text was already white or grey and most backgrounds are dark The typefaces

used on the site are mainly different members of the Helvetica typeface family

Miller (Clive Miller 2004) has a number of tips concerning other aspects of using

text than the visual It is of importance that the terminology used is comprehensible

In this case concepts such as Insomniastan Da Iry and Goondok Pods are not well-

known The texts that are part of the content are not necessarily comprehensible

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 49: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Design guidelines

53

since they depict the beliefs and opinions of the Brittlelacticans However texts

which are not part of the story content use understandable phrases such as ldquoback to

TVrdquo used to leave the site and return to the ordinary television broadcasting Nielsen

(Nielsen 2005) points out that it is also important to follow platform conventions

But as was discussed earlier this might not always be such a good idea The

argument was that if conventions always are followed people are reminded of the

platform they are currently using and thereby their immersion is possibly broken

When it comes to make decisions concerning text on a site this list gives a hint of

what to consider

bull Have in mind the context (contexts) where the application will be used and

make sure that texts are readable Two important parts of text readability is

text size and typeface

bull Try to use descriptive and self-explanatory texts However if possible try to

incorporate the story also into the navigation

53 Navigation

One part of the project that consumed quite a lot of time was to enable the user to

change the navigation from mouse to key-based All parts of the site can be

described in terms of menus the site is essentially about selecting different objects in

order to navigate and to watch the information presented It has been a tedious task

just to decide what menu item the user will go to when pressing for example the left

button on the remote control

Koumlltringer (Koumlltringer et al 2005) argues that ldquoevery navigation operation should

also be reversiblerdquo However since the selectable menu items on the site in this

project are often spread all over the screen and not always in straight lines confusing

situations might occur if this tip was strictly followed If clicking left could always be

undone by clicking right directly after some of the menus on the site could become

almost impossible to use Instead the approach to designing the menus (See Figure

522) has been to make them as intuitive or practical as possible pressing the right

button should select the item that is closest to the right of the currently selected item

etc

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 50: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

54

Figure 522 The navigation is not always obvious each type of line shows where the user comes when

clicking the corresponding button For instance clicking right when positioned at the ldquoEarsrdquo menu

item moves the selection to the ldquoDa Ironrdquo item

Another detail to think about when designing user interfaces perhaps especially

important when no mouse is present is to rdquorestrict movement to where the userrsquos

attention is wantedrdquo (Clive Miller 2004) In this site there are often objects moving

independently of the user One such example is found in the Brittlelactica planet

system menu where the planets are rotating all over the screen This is tightly

connected to the systemrsquos ability to display its current status According to Nielsen

(Nielsen 2005) it is important for the user to be able to see what state the system is

currently in In this case this means that the user should always be able to figure out

which menu item is currently selected In order to make this clear the currently

selected item glows and is lighter than the other items There are also two glowing

dots beside the selected item to provide something that makes it easier to distinguish

the active item from the inactive ones

Also concerning the navigation on the site it is important to set limits such that the

users are only able to select relevant items For example when displaying a question

box to ask the user to choose which version of the site to watch it is important that

the user only can select relevant objects That is the user should not be able to

continue navigating in the menu that is beneath the popup question box (Clive

Miller 2004)

Another topic to discuss about the navigation is time-critical user response Miller

(Clive Miller 2004) claims that this should be avoided In this production there are

no places where the user has to make a time-critical decision In some places the user

is shown a short video clip and the site then automatically moves on In fact in the

light version this is used all of the time the user has the option to move back or

forward in the story but if the user is passive the story moves on by itself

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 51: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Design guidelines

55

The last thing discussed here about the navigation is the use of colors Color is a

good way to identify relationships between objects (Clive Miller 2004) In the light

version the four colored buttons on the remote control are used for the intramedia

annotation described earlier To access the object marked in red click the red button

on the remote control Miller also argues that it is important to always have all four

colors present even if they are not used This should be done to provide a

consistency in the order the colors appear partly to enable also color-blind users to

use the system without trouble

Here follows a number of guidelines to how to handle the navigation

bull When designing the menus consider the interaction tool that will be used

For example when using a four-directional steering cross on a remote

control as the main tool try to make the menu navigation intuitive Strive for

linear or grid-placed menu items avoid seemingly randomly placed menu

items

bull Design the menus such that invalid selections cannot be made Menu objects

that have no meaningful purpose at the part of the site in question should

not be selectable

bull Make it very clear which menu item is currently selected If a user loses focus

of the screen heshe should be able to get back on track again just by

looking on the screen

54 Sound

As has already been discussed in the platforms section there are differences in how

sound should be used for television and computers A question of interest is how a

TV commercial without music is experienced In the light version this is not such a

big issue since most of the content is video where sound is already included

However in the picture slide show part of the light version and in many parts of the

full version there is not much sound There are the ldquobliprdquo sounds that come from

selecting items in the menu and in some areas there are background ldquospace soundsrdquo

Intuitively it seems to me that an almost silent TV commercial would feel strange

and uncomfortable Even in DVD menus there is often some kind of music ndash

perhaps the theme of the movie is repeatedly played ndash and therefore the TV audience

can be assumed to be used to the presence of music when sitting in front of the TV

This is a topic where it would have been interesting to dig deeper but the topic is

somewhat out of scope for this project The only advice that is given with this

limited amount of background information is

bull Consider what platform the story is developed for and how sound is

commonly used on this platform

55 Advertising specific guidelines

The production discussed throughout this project is an advertisement It is therefore

also interesting to think about design guidelines specifically for this purpose The

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 52: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

56

questions that have been asked throughout this report will here be discussed or even

answered

One interesting question is concerning how to attract the usersrsquo attention without

them feeling disturbed In this case the advertising video serves this purpose with

the option to ldquolearn morerdquo In this way each user can decide on their own whether

they are interested in examining the interactive content more closely One could

think of many different ways of presenting the interactive story to the users One

alternative would be only to use the light version instead of the ldquoordinaryrdquo video

This would however be done with a risk of annoying the TV viewers that are not

interested in interacting with the advertisement

The second question asked earlier was if there is a good way to present the advertised

product such that the users do not think about it as an advertisement the users

should be immersed and entertained by the story This could perhaps be described as

some kind of ldquoadvertising transparencyrdquo Making an advertisement entertaining can

be a good way When I see a humoristic commercial spot on TV I often realize after

a while that I do not know what the advertisement was about but my curiosity then

makes me go to find out what product the advertisement was about

One desirable property of the increased possibility to interact with a commercial spot

is the possibility to include some way for the users to order the advertised product

directly when they see the advertisement One question to consider is if there is a

good way to encourage users to take this step and in that case also how it should be

done The product advertised in this project milk is not often bought online and

this possibility has therefore not been demonstrated in the demonstration

application However it can be assumed that users who feel entertained and are

engaged in interaction with an advertisement are more likely to buy a product than

users who are bored and inactive

So when working with an advertising story try to consider these guidelines

bull Allow the users to choose for themselves whether they are interested in

interacting or not Do not force the users to interact

bull To be able to attract any users the advertisement cannot just be a message

about some product it has to be a message that in some way engages or

entertains the users This I imagine goes for all kinds of advertisement

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 53: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Discussion

57

6Discussion

This project has been about redesigning a finished product rather than designing

something new When making changes the original design idea had to be considered

in order not to ruin some crucial part of the story This was more difficult than

expected there is almost a fear of making changes leading to a redesigned site that is

very similar to the original It took quite a while before changes were made other

than text size and position Another problem was the fact that all material at hand

was configured for a specific purpose and when making changes it also had to be

considered what material was available and how it could be used

The demo application that has been developed in this project aims to show how a

story can be moved from one platform to another The development could continue

for a long time there are many ways this platform change can be achieved The

prototype however gives some examples of difficulties and opportunities that come

with moving from one platform to another

One thing that has to be decided is what kind of functionality that should be

provided by the hardware and what possibilities the application designers have For

instance will the bookmarking functionality be built into the hardware or is it

something that the application developers will deal with And concerning the

possibility to select objects within video material will the hardware have support for

such activities Or is that a task for the application developers

Another problem that was unexpected was the challenge to fit in all material on the

screen Before the work started I thought that the larger screen would provide more

space to put in new information However the fact that all text sizes had to be

increased made it obvious that this was not the case Instead I had less space to

work with in the new iTV version than in the original web version

Considering the future of interactive storytelling and iTV one question that still has

to be answered is whether people are ready to participate in an interactive story via

television It is likely that the possibilities for interactive storytelling in the television

environment will increase but throughout this project people have seemed

somewhat suspicious towards the possibility to interact Perhaps the possibility to

access additional information is enough at the moment The demo application

developed in this project consists of two versions with different levels of interaction

It is likely that there is a better solution somewhere in between the full version

probably has a too high degree of interaction to satisfy the users Perhaps the linear

has a degree of interaction which is closer to how much the viewers are prepared to

interact

How will storytelling change as the technology changes At least for TV viewers the

freedom will increase meaning that the possibility to choose what to view and when

to view it will be more common This will lead to higher demands on advertising

since no one voluntarily watches something that they do not like The importance for

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 54: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

58

advertisers to create appealing stories will increase It is likely that new technology

will make way for new ways to interact and thus also changes the possibilities for

storytelling One such example is the StoryToy application described earlier It is

likely that we will see more applications like this with more advanced technology and

not necessarily as childrenrsquos toys Another possibility that seems likely to appear

within a few years is some kind of social mobile storytelling application Since more

and more applications seem to have a social purpose and with the success of many

online role playing games it seems likely that we soon will see a combination of these

concepts a social mobile role playing game application

For future projects an important part of the planning and the design process will be

to decide what platforms the application will be used on It will also be necessary to

decide what degree of interaction will be offered what material will be needed in the

production and what the purpose of the application is With a little bit of planning

the amount of work needed to get the same story to work in different platforms may

not be too much

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 55: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

Acknowledgements

59

Acknowledgements

I would like to thank everyone at North Kingdom for the chance to perform this

project with them A special thanks to my supervisor at North Kingdom David

Eriksson for all his support and ideas concerning the project I would also like to

thank my supervisor at Umearing University Haringkan Gulliksson for all his support in

practical questions as well as all his ideas regarding the report

Finally thanks also to Liselotte Lundqvist and examensjobbnu that first introduced

me to this project

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 56: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

60

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 57: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

References

61

References

Adams Ernest W (2005) Interactive Narratives Revisited Lecture presented at the 2005

Game Developersrsquo Conference

httpwwwdesignersnotebookcomLecturesInteractive_Narratives_Revisit

interactive_narratives_revisithtm accessed 2006-11-12

Braun Norbert (2001) Interactive Approach for Digital Video Based Storytelling In

Proceedings of the 8th

International Conference in Central Europe on Computer Graphics

Visualization and Computer Vision

Carey John (1997) Interactive Television Trials and Marketplace Experiences In Multimedia

Tools and Applications Kluwer Academic Publishers Netherlands Volume 5 pp 207-

216

Coleridge Samuel Taylor (1817) Biographia Literaria Excerpt from the book chapter

XIV available at httpwwwenglishupennedu~mgamerEtextsbiographiahtml

accessed 2006-12-04

Dholakia Ruby Roy Zhao Miao Dholakia Nikhilesh and Fortin David R (2000)

Interactivity and Revisits to Websites A Theoretical Framework RITIM Working Paper

httpritimcbaurieduwp2001wpdone3Interactivitypdf accessed 2006-09-04

Epiphany Shibuya (2004) Ford Fiesta ad campaign combines interactive billboards with SMS

httpwwwsmartmobscomarchive20040722ford_fiesta_ad_html accessed

2006-11-01

Fontijn W Mendels P (2005) StoryToy the interactive storytelling toy In The Second

International Workshop on Gaming Applications in Pervasive Computing Environments at

Pervasive 2005 Munich

Fredriksson Linus (2006) Interaktiva digital-TV-tjaumlnster Radio- och TV-verket

Haninge Kommun ISBN 91-85229-13-X

Glassner Andrew (2001) Interactive Storytelling Stories Games and People In Proceedings of

the First International Conference on Virtual Storytelling Lecture Notes in Computer

Science 2197 Springer-Verlag Pp 51-60

Hecker Chris (2000) Physics in Computer Games In Communications of the ACM Volume

43(7) pp 34-37

Herman Leonard Horwitz Jer Kent Steve Miller Skyler (2002) The History of Video

Games httpwwwgamespotcomgamespotfeaturesvideohovindexhtml

accessed 2006-12-14

Hoyoung Kim Jinwoo Kim Yeonsoo Lee Minhee Chae Youngwan Choi (2002)

An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet In

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 58: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

David Moumlrtsell

62

Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35)

Hawaii

James Christina L Reischel Kelly M (2001) Text Input for Mobile Devices Comparing

Model Prediction to Actual Performance In Proceedings of the ACM Conference on Human

Factors in Computing Systems New York ACM pp 365-371

Jenkins Henry (2004) The Cultural Logic of Media Convergence In International Journal of

Cultural Studies Sage Publications London Thousand Oaks CA and New Delhi

Volume 7(1) pp 33-43

Jensen Jens F (2004) Interactive Television New Genres New Format New Content In

Proceedings of the Second Australasian Conference on Interactive Entertainment pp 89-96

Juul Jesper (2001) Games telling Stories ndash A brief note on games and narratives In The

international journal of computer game research volume 1 issue 1

httpgamestudiesorg0101juul-gts accessed 2006-12-04

Kotz David Gray Robert S (1999) Mobile agents and the future of the Internet In ACM

Operating Systems Review Volume 33(3) pp 7ndash13

Koumlltringer Thomas Tomitsch Martin Kappel Karin Kalbeck Daniel Grechenig

Thomas (2005) Implications for Designing the User Experience of DVD Menus In Extended

Abstracts CHI 2005 ACM Press pp 1565-1568

Lacoheacutee H Wakeford N Pearson I (2003) A Social History of the Mobile Telephone with a

View of its Future In BT Technology Journal Volume 21(3) pp 203-211

Miller Carolyn Handler (2004) Digital Storytelling A creatorrsquos guide to interactive

entertainment Focal Press United States of America

Miller Clive (2004) Interactive Television Services Content Guidelines Royal national

Institute of the Blind

httpwwwtvhelporgukaccessInteractive20Content20Guidelinespdf

accessed 2006-12-20

Murray Janet H (2005) The Last Word on Ludology v Narratology in Game Studies

Delivered as a preface to keynote talk at DiGRA 2005 Vancouver Canada

Murray Janet H (1997) Hamlet on the Holodeck The Future of Narrative in Cyberspace

The MIT Press Cambridge Massachusetts

Nielsen Jacob (2005) Ten Usability Heuristics

httpwwwuseitcompapersheuristicheuristic_listhtml accessed 2006-12-21

Nielsen Jacob (2006) 100 Million Websites httpwwwuseitcomalertboxweb-

growthhtml accessed 2006-11-29

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

Stewart James (1999) Interactive television at home Television meets the Internet In Cathy

Toscan and Jens Jensen eds Television of the Future ndash or The future of Television Media amp

Cultural Studies 1 Aalborg University Press Aalborg pp 232-233

Wegert Tessa (2003) Advergaming Catches On

httpwwwclickzcomshowPagehtmlpage=2239071 accessed 2006-12-15

Wiberg Mikael (2004) FolkMusic A Mobile Peer-to-Peer Entertainment System In

Proceedings of the 37th

Annual Hawaii International Conference on System Sciences

Wright Adam [adamwrightipsos-insightcom] (2006) Mobile Phones Could Soon Rival

the PC As Worldrsquos Dominant Internet Platform httpwwwipsos-

nacomnewspressreleasecfmid=3049 accessed 2006-11-01

Source code

Leggett Richard (2006) Flash Lite 20 Inline TextField

httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

field

Page 59: Interactive Storytelling for Different Platforms · storytelling. The changing technology will provide us with new ways of interacting, and therefore interactive storytelling will

References

63

Nilsson Robert (2006) Spel i framtiden

httpgameplayersefocus_textphppub_id=3494 published March 20 2006

accessed 2006-12-20

Palmquist Lena (2004) Om att skriva

httpwwwcsumuse~lenapomattskrivapdf accessed 2006-12-20

Palmquist Lena (2006) Ljud i MDI Lecture keynotes for a lecture in Human-

Computer- Interaction

httpwwwcsumusekurserKOGB06HT06utdelatF4slidespdf accessed

2006-12-14

Paul Nora Fiebich Christina (2005) The Elements of Digital Storytelling

httpwwwinmsumneduelementsindexphp accessed 2006-12-13

Peinardo Federico Gervaacutes Pablo (2004) Transferring Game Mastering Laws to Interactive

Digital Storytelling In 2nd

International Conference on Technologies for Interactive Digital

Storytelling and Entertainment Pp 7ndash13

Quico Ceacutelia (2003) Are communication services the killer applications for Interactive TV or ldquoI

left my wife because I am in love with the TV setrdquo In Proceedings of the 2003 European

Conference on Interactive Television From Viewers to Actors (April 2-4 Brighton UK)

University of Brighton 99-107

Spool Jared M (1996) Branding and Usability

httpwwwuiecomarticlesbranding_usability accessed 2006-12-12

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Source code

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httprichardleggettcoukblogindexphp20060221flash_lite_2_0_inline_text

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