Story, Sci-Fi & Transmedia to develop Corporate Technology Strategies.

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This deck supported a Lab led by Ian Ginn in December in The Hague, investigating in-company narratives to communicate future technology options. …

This deck supported a Lab led by Ian Ginn in December in The Hague, investigating in-company narratives to communicate future technology options.

Discusses: Communication Challenges, In-company Storytelling, Why Transmedia.

More in: Business , Education
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  • Thank you Wendy! Taking a look at your site I read that you are a futurist, and so understand your approval of this deck.

    FYI I developed my understanding of scenario planning and strategy in the '90's when I had the good fortune to participate in several scenario projects led by Global Business Network and so met and got to know Peter Schwartz and Jay Ogilvy. Since then I have been more involved in the entertainment business, but recently have been involved in brand strategy for among other P&G and the EU Parliament visitor centre. That work led to the request from this group to introduce story and to explore ways for IT managers to discuss futures and strategy.

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  • Excellent; thank you for sharing.
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Transcript

  • 1. IAN@HUBBUBMEDIA.NET @IANGINN WORKING WITH STORY SCI-FI & TRANSMEDIA TO DEVELOP CORPORATE
 TECHNOLOGY STRATEGIES
  • 2. Develop a Vision and a View of the Future… Your 
 Challenge What are our New Scripts of tomorrow’s experiences? Deal with new levels of complexity. Explore how to communicate that vision. How can Sci-fi help?
  • 3. 1 WHY STORY 
 & SCI-FI ?
  • 4. 70 percent of everything we learn is through stories.
  • 5. We are hardwired to seek and make sense of the world through narratives.
  • 6. Science fiction explores the consequences of scientific innovations, making it a "literature of ideas”.
  • 7. Science fiction as a device to discuss philosophical ideas such as identity, desire, morality, and social structure.
  • 8. You are free to: Share: to copy, distribute and transmit the work.
 Remix: to adapt the work.
  • 9. ! “This book is meant to be part of the conversation about what an information society means: does it mean total control, or unheardof liberty?.”
  • 10. SCI-FI.
 Sub-genres Cyberpunk Time travel Alternate history Apocalyptic and post-apocalyptic
  • 11. SCI-FI.
 Related genres Speculative fiction Dystopian fantasy Sci-fi thriller ! and…
 Speculative science New non-fiction
  • 12. 2 NEW NON-FICTION & SPECULATIVE SCIENCE
  • 13. http://waterlife.nfb.ca/#/
  • 14. http://highrise.nfb.ca
  • 15. http://gaza-sderot.arte.tv/
  • 16. www.youtube.com/worldwithoutoil
  • 17. http://beta.18daysinegypt.com/
  • 18. SPECULATIVE SCIENCE
  • 19. www.netwars-project.com
  • 20. www.iftf.org
  • 21. “…there are no facts about the future. Only fictions. Our work at the Institute for the Future is about exploring tomorrow’s fictions, informed by today’s facts, to make better decisions in the present…”
  • 22. “Recognizing the patterns and synthesizing the signals of change into a plausible, internally consistent story about the future is a strange brew of science, art, and magic.”
  • 23. We commissioned six leading science fiction writers to create short stories to envision a world where humans have unprecedented control of matter at all scales, and to share with us a glimpse of daily life in that world. It was a process meant to make the future tangible.
  • 24. 3 TRANSMEDIA STORYTELLING.
  • 25. OK, SO WHAT IS IT ?
  • 26. Stories and Playable Media freed from the restrictions of any single platform or media.
  • 27. XDW EXPERIENCE DESIGN FOR game- and story- WORLDS
  • 28. TRANSMEDIA STORYTELLING + EXPERIENCE DESIGN
  • 29. EXPERIENCE DESIGN. TRANSMEDIA STRUCTURE. TRANSMEDIA ARCHITECTURE.
  • 30. Experience Design is the deliberate creation of a total experience for an Audience.
  • 31. Elements that contribute to a superior Experience are reproducible, which make them designable.
  • 32. Rain Room http://www.youtube.com/watch?v=EkvazIZx-F0
  • 33. EXPERIENCE DESIGN.
 Audiences create meaning TRANSMEDIA STRUCTURE. TRANSMEDIA ARCHITECTURE.
  • 34. EXPERIENCE DESIGN. Time / Duration Interactivity Intensity Breadth / Consistency Sensorial Cognitive Triggers TRANSMEDIA STRUCTURE. TRANSMEDIA ARCHITECTURE.
  • 35. At the very least an Experience requires: an attraction an engagement a conclusion an extension
  • 36. EXPERIENCE DESIGN. TRANSMEDIA STRUCTURE.
 Game design & Gameplay Narrative & Story structure Interaction design Theatre & Performance TRANSMEDIA ARCHITECTURE.
  • 37. EXPERIENCE DESIGN. TRANSMEDIA STRUCTURE. TRANSMEDIA ARCHITECTURE. Timing, Pacing, Phasing Choice of media, Sequencing
  • 38. Transmedia Structure XDW Transmedia Architecture Experience Design
  • 39. SALIGIA-7 AMSTERDAM PILOT ! PLAYTEST #1 RESEARCH AND DEVELOPMENT
  • 40. SALIGIA-7 TRANSMEDIA SCI-FI THRILLER IMMERSIVE LOCATIVE THEATRE PERVASIVE STORY & GAME EVENTS SOCIAL MEDIA NARRATIVES - WEB SERIES NOVELS - E-BOOKS - GRAPHIC NOVELS APPS FEATURE FILMS
  • 41. “…in the near future the young will carry the burden of an aging population..”
  • 42. STORY
  • 43. 3 N ARRATIV ES Teenagers in Amsterdam who display symptoms of an unknown illness.
  • 44. 3 N ARRATIV ES Self-styled zombie hunters intent on finding out what’s going on.
  • 45. 3 N ARRATIV ES Reactions of society to the 
 threat of a zombie outbreak.
  • 46. MissingChristel Community Facebook narrative story of 100 missing teens webisodes ZombieAlarm story blog Twitter updates 2 become our protagonists Facebook narratives the story of 2 of the teens ZombieAlarm Facebook narrative VUPs get involved genre fans raise a ZOMBIE ALARM teens become ZOMBIES UGC gather at events featuring a pack of 7 teen-zombies live events: pervasive story meets alternate reality game spread via twitter SWATsquad print news News stories get confused between fiction and reality society reacts and deploys a ZOMBIE SWAT SQUAD z-leaks story blog broadcast fictional current affairs show reveals evidence
  • 47. http://bit.ly/1e5GOrR
  • 48. 4 NEW AUDIENCE.
  • 49. Mobile Your 
 Audience Distracted Empowered How to communicate your vision?
  • 50. TRANSMEDIA STORYTELLING IS A FORM WHICH IS EMERGING FOR OUR CONNECTED CULTURE. ! IT RE-ESTABLISHES THE PARTICIPATION OF AUDIENCES.
  • 51. 5-10% Creators 20-25% Fans and Sharers Deep Content Sharing and Fan Content ! 65-75% Passives Media
  • 52. 5 YOUR CHALLENGE.
  • 53. What New Scripts describe tomorrow’s experiences, feel customised, yet can scale?
  • 54. Where will your stories play out?
  • 55. New forms of Content New 
 non-fiction Where will your stories play out? New 
 Complexity Speculative Science
  • 56. Tech-maturity haves / have nots New Complexity Digital divide consumers / new digerati Urban Planet
  • 57. Imagine a Future Learning Landscape Imagine a Future Learning Experience IMAGINE A FUTURE IN WHICH… every young person chooses what they learn every young person selects who to learn with every young person controls the time spent on an activity every young person chooses how they learn every young person plans their learning every young person owns their learning every young person chooses how fast they progress every young person chooses where they learn
  • 58. Conceptualise from the core StoryWorld to the Media surface…
  • 59. Business! XDW Engagement! Storyworld
  • 60. BRAINSTORM
  • 61. DEVELOPMENT
  • 62. Describe your Project Vision: Intentions. Goals. Strategy.