Story Architecture +
Storyworld Bible
Lab
Anita Ondine
Toronto, Canada
January 19, 2012
Creative output What to include
Creative output Battlestar Galactica
Creative output HiM / Pandemic
Development Questions

• What are you creating?

  ‣ core concept / theme /
  premise

  ‣ ideal way to
  communicate

  ‣ look & feel

  ‣ target audience

  ‣ motivation and rewards
television          games

         film

                                                        telephone



web

                                                      merchandise



  ARGs          social media                     live events

                                  mobile apps




           The Operative Idea
A few tips

• What is the story you want
to tell?

• Who is the audience for
your story?

• Explore multiple POVs

• Invite participation and let
go of control

• Remember, it’s all about
story
Using Game Mechanics to
Incentivize Participation
Lab
Anita Ondine
Toronto, Canada
January 19, 2012
Agenda

• Engagement

• Audience Reach

• The Fun Quotient

• The Engagement Funnel

• Definable & Undefinable Value

• Player Types
Story          Game Mechanics


                  Core Concept

    Media Architecture     Experience




The Sandbox Approach Game Mechanics
Player                              Cause
  Audience                               Story

         Human             CONNECTION                    Experience
Customer                                         Thing
         Being

  Participant    Viewer                 Product      Service




                          Engagement Definition
Recency
                 Reach
                                          Consistency

Unique Viewers                                   Frequency

                            METRICS                     Duration
    Page Views


                  Hits                          Virality
                                Ratings
‘simple’
                                                   ‘sophisticated’




                         Engagement How do we measure it?
End of Season 4             Start of Season 5




   Network website




                     SHOW             SHOW
                                      .
The Fun Quotient

✓ Winning

✓ Laughing

✓ Feeling Lucky/Unlucky

✓ Solving a Mystery

✓ Shooting people

✓ Feeling stress

✓ Banal
Evangelists



   Engaged



Casual




             Business Strategy Participation pyramid
Casual



                                  Incremental
     Engaged                     choices in your
                                      favor




         Evangelists



         Business Strategy The Engagement Funnel
BOGO
  Buy 10-
 get-1-free
              Definable Value   Win a prize


  Virtual                          Random
currencies                         Rewards
          Undefinable Value
                      Unknown
    Unknown prize
                      Frequency


    Business Development Loyalty
Geolocational
                              Social Connections
   Awareness
                   Incentives
Celebrity Access                      Social Status


 Red Herrings                      Solve a Mystery
                      Rewards
        Win a prize             Power
                      Leader boards

      Business Development Game Mechanics
WHO ARE YOU?



                             Achiever
         Killer
                     Human
                     Being
    Socializer                   Explorer




Business Development Player Types
WHO ARE YOU?



                           Achiever 40%
      Killer 20%
                   Human
                   Being
  Socializer 80%           Explorer 50%



                                      Richard Bartle




Business Development Player Types
Designing an Awesome
Experience
Lab
Anita Ondine
Toronto, Canada
January 20, 2012
What we’ll cover

- Design considerations


- Readily available technologies:

• Geo-location

• Projection

• QR Codes

• Augmented Reality

• Short Range Communications

• Data Visualization
User Experience Design

“The really great
experiences are deeply
rooted with insights into
motivations, desires,
emotions, cultural & social
patterns, beliefs and other
deeper considerations.”
Stephen Anderson
User Experience Design

Principles of good user experience
design:

- It’s all about the USER
- Keep it SIMPLE
- Provide CONSISTENCY
- Know your AUDIENCE
- Provide a VISUAL HIERARCHY
- Be HONEST
- Incorporated USER feedback
- Meets the requirements in the
BRIEF...
- WOW
Evangelists



   Engaged



Casual




            Experience Design Participation pyramid
With thanks to Vibeke Hansen




Experience Design Know Your Audience
With thanks to Vibeke Hansen




Experience Design Device & Context
Geo-location

Use location-aware devices as part
of game play and story delivery
using these popular platforms:

•www.foursquare.com


• www.SCVNGR.com


• www.Gowalla.com


• www.gpsmission.com


• Simplegeo (backend)




                                     photo by: anita ondine
Projection
• Mobile projectors (tell stories
  anywhere and everywhere):
> http://www.projectorcentral.com/


• Interactive projectors (facilitates
  participation, Ikea example shown):
> http://www.displax.com/en/products/
moovit.html


• Light grafitti (Rotterdam example):
> http://bit.ly/bS7WWM


• Microsoft Surface (interactive
  surface):
> http://www.microsoft.com/surface/

                                        Inter Ikea interactive display
http://www.youtube.com/watch?v=EFWcAkxzkv4




Telling stories with light      Rotterdam example
Professional                Large

                     Back page




DIY                                                Small
                     Front page


       Unlock hidden stories      Using QR codes
Augmented Reality

Add information and story to your view
of real life locations:

• www.layar.com (based in Amsterdam)

• www.worksnug.com

• www.junaio.com

•
Short Range Comms

• RFID tags: Radio frequency
identification, easily embedded in or
stuck to phyical objects like books,
bottles of water, etc.


• Bluetooth: Technology standard for
exchanging data over short distances
(using short wavelength radio
transmissions) from fixed and mobile
devices, creating personal area
networks (PANs).


• Wifi: Wireless local-area-network
technology, usually approved by the
Wi-Fi Alliance and mostly conforming
to the IEEE 802.11 radio standard.
Data visualization

• Example Gallery: http://
vis.stanford.edu/protovis/ex/


• Data Viz - Social Media mashup:
http://www.wefeelfine.org/


• Geolocational animated example:
http://projects.flowingdata.com/
walmart/


• Professional Tools (PC only): http://
www.tableausoftware.com/data-
visualization-tools


• List of Free Tools: http://bit.ly/
g5IWZH
Connecting with
Communities
Lab
Anita Ondine
Toronto, Canada
January 20, 2012
What we’ll cover

- Distribution:

• What it is

• What it’s not

- Courting communities


- Go where the traffic is:

• Twitter

• Facebook
Distribution:
What it’s not

•Not contained by
 traditional gatekeepers

•Not “one to many”

•No “transmedia
 distributors”

•Not fixed
Distribution: What it is

• Distribution is part of the
  design of the experience

• Discovery vs distribution

• Continuous loop or dialogue
  with the audience

• Multiple platforms

• Culturally adaptable

• Flexible

• Connecting with Communities
Courting
Communities

Tips for “courting” communities
- Identify communities of interest
for your project
- Commence a conversation
- Provide ways to participate
- Incentivize participation
- Offer something of value
- Reward participation
Distribution                              diverse platforms



                          console games
       television


                                            telephone


     web




           ARGs
                                          film
                    mobile apps
Distribution                                    geographic reach



                    uk                belgium

                                                  sweden
   poland

                         canada



                                           germany


            spain
                          lithuania
Twitter

• Twitter as a storytelling tool (like Tim
Burton’s Cadavre Exquis)


• Twitter profiles for characters to
deliver story and engage in
conversations with the audience


• Twitter used as a messaging
platform within mobile apps and other
game environments
Facebook

• Characters have Facebook profiles
and tell stories through them

• Facebook profiles used to engage
with the audience

• “Accepting” a Friend Request could
be a reward for achieving certain
tasks

• Hints / clues embedded in FB pages

• FB as a platform for social games

• Benefit from the fact that so many
people are on FB, so regularly
Releasing Schedule

•Synchronized story
 delivery

•Live event simulcast

•Ability to play back

•Exclusive content

•Content as reward
Example   Head Trauma
Example   Consulting Client
PERVASIVE                                                        PERIODIC
                                        PLATFORMS                                                       MESSAGING

                                                                                                       Teasers / Promos



                                                                                                       Clues and Symbols
                                                                                                                             WEEK 1

                                                                                                       Text / Call / Email




                    21-27 MARCH
                                                                                                       Teasers / Promos




                                   P h y s i c a l
                                                                                         S o c i a l


                                                         M o b i l e
                                                                                                       Clues and Symbols
                                                                                                                             WEEK 2




                                                                                                       Text / Call / Email




                    28 MAR-3 APR
                                                                       W e b s i t e s


                                                                                                       Teasers / Promos
                                                         A p p s
                                                                                         M e d i a




                                                                                                       Clues and Symbols
                                                                                                                                      PROMOTION PHASE
                                                                                                                             WEEK 3




                    4-10 APRIL

                                                                                                       Text / Call / Email
                                   P l a c e m e n t s




Consulting Client
Example   Consulting Client
Pitching your
Transmedia Project
Lab
Anita Ondine
Toronto, Canada
January 20, 2012
What We’ll Cover

• Releasing Strategy

• Releasing Schedule

• Pitching Tips
Releasing Schedule

•Synchronized story
 delivery

•Live event simulcast

•Ability to play back

•Exclusive content

•Content as reward
Example   Head Trauma
Example   Consulting Client
PERVASIVE                                                        PERIODIC
                                        PLATFORMS                                                       MESSAGING

                                                                                                       Teasers / Promos



                                                                                                       Clues and Symbols
                                                                                                                             WEEK 1

                                                                                                       Text / Call / Email




                    21-27 MARCH
                                                                                                       Teasers / Promos




                                   P h y s i c a l
                                                                                         S o c i a l


                                                         M o b i l e
                                                                                                       Clues and Symbols
                                                                                                                             WEEK 2




                                                                                                       Text / Call / Email




                    28 MAR-3 APR
                                                                       W e b s i t e s


                                                                                                       Teasers / Promos
                                                         A p p s
                                                                                         M e d i a




                                                                                                       Clues and Symbols
                                                                                                                                      PROMOTION PHASE
                                                                                                                             WEEK 3




                    4-10 APRIL

                                                                                                       Text / Call / Email
                                   P l a c e m e n t s




Example
Consulting Client
Example   Consulting Client
Pitching Tips

• Know your audience

• If the pitchees provide guidelines,
follow them

• Make the tone of your presentation
match the tone of your project

• Make the look and feel of the
presentation materials match the look
and feel of your project

• Practice!

• Ask for feedback
“You must build the life
   you want to live in.”   Rozh Mutabchi
A new dawn   ...is coming
Let’s keep talking

Twitter: anitaondine
Facebook: Anita Ondine
Linkedin: Anita Ondine Smith
E: anita@anitaondine.com

MMTO Lab by Anita Ondine

  • 1.
    Story Architecture + StoryworldBible Lab Anita Ondine Toronto, Canada January 19, 2012
  • 2.
  • 3.
  • 4.
  • 5.
    Development Questions • Whatare you creating? ‣ core concept / theme / premise ‣ ideal way to communicate ‣ look & feel ‣ target audience ‣ motivation and rewards
  • 6.
    television games film telephone web merchandise ARGs social media live events mobile apps The Operative Idea
  • 7.
    A few tips •What is the story you want to tell? • Who is the audience for your story? • Explore multiple POVs • Invite participation and let go of control • Remember, it’s all about story
  • 8.
    Using Game Mechanicsto Incentivize Participation Lab Anita Ondine Toronto, Canada January 19, 2012
  • 9.
    Agenda • Engagement • AudienceReach • The Fun Quotient • The Engagement Funnel • Definable & Undefinable Value • Player Types
  • 10.
    Story Game Mechanics Core Concept Media Architecture Experience The Sandbox Approach Game Mechanics
  • 11.
    Player Cause Audience Story Human CONNECTION Experience Customer Thing Being Participant Viewer Product Service Engagement Definition
  • 12.
    Recency Reach Consistency Unique Viewers Frequency METRICS Duration Page Views Hits Virality Ratings ‘simple’ ‘sophisticated’ Engagement How do we measure it?
  • 15.
    End of Season4 Start of Season 5 Network website SHOW SHOW .
  • 16.
    The Fun Quotient ✓Winning ✓ Laughing ✓ Feeling Lucky/Unlucky ✓ Solving a Mystery ✓ Shooting people ✓ Feeling stress ✓ Banal
  • 17.
    Evangelists Engaged Casual Business Strategy Participation pyramid
  • 18.
    Casual Incremental Engaged choices in your favor Evangelists Business Strategy The Engagement Funnel
  • 19.
    BOGO Buy10- get-1-free Definable Value Win a prize Virtual Random currencies Rewards Undefinable Value Unknown Unknown prize Frequency Business Development Loyalty
  • 20.
    Geolocational Social Connections Awareness Incentives Celebrity Access Social Status Red Herrings Solve a Mystery Rewards Win a prize Power Leader boards Business Development Game Mechanics
  • 21.
    WHO ARE YOU? Achiever Killer Human Being Socializer Explorer Business Development Player Types
  • 22.
    WHO ARE YOU? Achiever 40% Killer 20% Human Being Socializer 80% Explorer 50% Richard Bartle Business Development Player Types
  • 23.
    Designing an Awesome Experience Lab AnitaOndine Toronto, Canada January 20, 2012
  • 24.
    What we’ll cover -Design considerations - Readily available technologies: • Geo-location • Projection • QR Codes • Augmented Reality • Short Range Communications • Data Visualization
  • 25.
    User Experience Design “Thereally great experiences are deeply rooted with insights into motivations, desires, emotions, cultural & social patterns, beliefs and other deeper considerations.” Stephen Anderson
  • 26.
    User Experience Design Principlesof good user experience design: - It’s all about the USER - Keep it SIMPLE - Provide CONSISTENCY - Know your AUDIENCE - Provide a VISUAL HIERARCHY - Be HONEST - Incorporated USER feedback - Meets the requirements in the BRIEF... - WOW
  • 27.
    Evangelists Engaged Casual Experience Design Participation pyramid
  • 28.
    With thanks toVibeke Hansen Experience Design Know Your Audience
  • 29.
    With thanks toVibeke Hansen Experience Design Device & Context
  • 30.
    Geo-location Use location-aware devicesas part of game play and story delivery using these popular platforms: •www.foursquare.com • www.SCVNGR.com • www.Gowalla.com • www.gpsmission.com • Simplegeo (backend) photo by: anita ondine
  • 31.
    Projection • Mobile projectors(tell stories anywhere and everywhere): > http://www.projectorcentral.com/ • Interactive projectors (facilitates participation, Ikea example shown): > http://www.displax.com/en/products/ moovit.html • Light grafitti (Rotterdam example): > http://bit.ly/bS7WWM • Microsoft Surface (interactive surface): > http://www.microsoft.com/surface/ Inter Ikea interactive display
  • 32.
  • 33.
    Professional Large Back page DIY Small Front page Unlock hidden stories Using QR codes
  • 34.
    Augmented Reality Add informationand story to your view of real life locations: • www.layar.com (based in Amsterdam) • www.worksnug.com • www.junaio.com •
  • 35.
    Short Range Comms •RFID tags: Radio frequency identification, easily embedded in or stuck to phyical objects like books, bottles of water, etc. • Bluetooth: Technology standard for exchanging data over short distances (using short wavelength radio transmissions) from fixed and mobile devices, creating personal area networks (PANs). • Wifi: Wireless local-area-network technology, usually approved by the Wi-Fi Alliance and mostly conforming to the IEEE 802.11 radio standard.
  • 36.
    Data visualization • ExampleGallery: http:// vis.stanford.edu/protovis/ex/ • Data Viz - Social Media mashup: http://www.wefeelfine.org/ • Geolocational animated example: http://projects.flowingdata.com/ walmart/ • Professional Tools (PC only): http:// www.tableausoftware.com/data- visualization-tools • List of Free Tools: http://bit.ly/ g5IWZH
  • 37.
  • 38.
    What we’ll cover -Distribution: • What it is • What it’s not - Courting communities - Go where the traffic is: • Twitter • Facebook
  • 39.
    Distribution: What it’s not •Notcontained by traditional gatekeepers •Not “one to many” •No “transmedia distributors” •Not fixed
  • 40.
    Distribution: What itis • Distribution is part of the design of the experience • Discovery vs distribution • Continuous loop or dialogue with the audience • Multiple platforms • Culturally adaptable • Flexible • Connecting with Communities
  • 41.
    Courting Communities Tips for “courting”communities - Identify communities of interest for your project - Commence a conversation - Provide ways to participate - Incentivize participation - Offer something of value - Reward participation
  • 42.
    Distribution diverse platforms console games television telephone web ARGs film mobile apps
  • 43.
    Distribution geographic reach uk belgium sweden poland canada germany spain lithuania
  • 44.
    Twitter • Twitter asa storytelling tool (like Tim Burton’s Cadavre Exquis) • Twitter profiles for characters to deliver story and engage in conversations with the audience • Twitter used as a messaging platform within mobile apps and other game environments
  • 45.
    Facebook • Characters haveFacebook profiles and tell stories through them • Facebook profiles used to engage with the audience • “Accepting” a Friend Request could be a reward for achieving certain tasks • Hints / clues embedded in FB pages • FB as a platform for social games • Benefit from the fact that so many people are on FB, so regularly
  • 46.
    Releasing Schedule •Synchronized story delivery •Live event simulcast •Ability to play back •Exclusive content •Content as reward
  • 47.
    Example Head Trauma
  • 48.
    Example Consulting Client
  • 49.
    PERVASIVE PERIODIC PLATFORMS MESSAGING Teasers / Promos Clues and Symbols WEEK 1 Text / Call / Email 21-27 MARCH Teasers / Promos P h y s i c a l S o c i a l M o b i l e Clues and Symbols WEEK 2 Text / Call / Email 28 MAR-3 APR W e b s i t e s Teasers / Promos A p p s M e d i a Clues and Symbols PROMOTION PHASE WEEK 3 4-10 APRIL Text / Call / Email P l a c e m e n t s Consulting Client
  • 50.
    Example Consulting Client
  • 51.
    Pitching your Transmedia Project Lab AnitaOndine Toronto, Canada January 20, 2012
  • 52.
    What We’ll Cover •Releasing Strategy • Releasing Schedule • Pitching Tips
  • 53.
    Releasing Schedule •Synchronized story delivery •Live event simulcast •Ability to play back •Exclusive content •Content as reward
  • 54.
    Example Head Trauma
  • 55.
    Example Consulting Client
  • 56.
    PERVASIVE PERIODIC PLATFORMS MESSAGING Teasers / Promos Clues and Symbols WEEK 1 Text / Call / Email 21-27 MARCH Teasers / Promos P h y s i c a l S o c i a l M o b i l e Clues and Symbols WEEK 2 Text / Call / Email 28 MAR-3 APR W e b s i t e s Teasers / Promos A p p s M e d i a Clues and Symbols PROMOTION PHASE WEEK 3 4-10 APRIL Text / Call / Email P l a c e m e n t s Example Consulting Client
  • 57.
    Example Consulting Client
  • 58.
    Pitching Tips • Knowyour audience • If the pitchees provide guidelines, follow them • Make the tone of your presentation match the tone of your project • Make the look and feel of the presentation materials match the look and feel of your project • Practice! • Ask for feedback
  • 59.
    “You must buildthe life you want to live in.” Rozh Mutabchi
  • 60.
    A new dawn ...is coming
  • 61.
    Let’s keep talking Twitter:anitaondine Facebook: Anita Ondine Linkedin: Anita Ondine Smith E: anita@anitaondine.com