The document discusses digital storytelling and how to develop and share big ideas. It suggests that a big idea is defined by its vision, mission, and relationship to its audience. A big idea can shift paradigms and should be summarized in one sentence that encompasses why the organization exists and who it exists for. The document also discusses how a big idea can be developed through an ideation process and can happen through gaining support and participation from an audience in a process of change.
This talk is about how language plays a pivotal role in creating meaningful experiences beyond interaction design. It was delivered by David Sherwin at Emily Carr University of Art and Design on March 30, 2011.
Can we design organizations for beauty?Joyce Hostyn
The future is ours to imagine, design and create. And if we’re dreaming the future into being, why not dream of a future where business is beautiful. Where business delivers the promise of happiness. Where business is an incredible force for positive change in the world.
4 hypotheses
Social learning is inter-active but Culture is also materially embedded or embodied.
To teach and disseminate immersive Digital History and Virtual Heritage, interaction and the learning that results from that interaction is crucial (see Mosaker, 2001).
To improve interaction, examine games and why they are so successful; academic literature suggests games are best examples of interactive digital engagement (references in Champion, 2008 et al.).
Game-based interaction has to be modified for Digital heritage-virtual heritage.
The future is going to be filled with immersive and interactive experiences. I expand upon my elemental theory of presence to create a framework for experiential design. I take a look at popular virtual reality experiences, and unpack the lessons learned from it's elemental center of gravity. I also take a look at different models and frameworks for immersive storytelling.
Explores how learning theory may interface with experiential design, and presents an experiential design framework, and future trends in education.
Presented as a part of the Educators in VR International Summit in AltSpaceVR on February 20, 2020, at 10a PST
Digital literacy - a new language for disruptionJoyce Hostyn
To achieve the digital enterprise, you need a workforce that embraces new ways of working. One in which they’re able to harness the power of information, collaboration, and communities to get their jobs done. This requires treating digital as a new language. One with a different grammar and syntax from what people are used to. And learning a new language isn't easy. How can we empower people through digital literacy to work smarter, treating digital as a language to use to express ideas and create magical experiences that people choose to participate in and, as a consequence, change their behavior? How can we get people dreaming in digital?
Predictable Irrationality If You Build What They Ask For, They Will Not ComeJoyce Hostyn
Traditional approaches to defining and deploying enterprise software fail to account for that fact that people are influenced by their environment, emotions, shortsightedness, and other forms of irrationality. How do we get past the predictable irrationality of people to redefine the problem and create experiences that people will embrace?
No One Cares About Your Content (Yet): Digital Atlanta 2012Cliff Seal
While content as 'king' may not be the best analogy, the importance of well-written, useful text content can't be overstated. Tone can affect engagement, keywords can make or break your SEO, length can kill interest—great writing is vital. Content isn't just blog posts or 'About' pages, it's everything that gives information (including the way the information itself is presented)! I'm seeing a common theme amongst non-profits: no one cares about their content.
Why?
In this session, we'll refresh how we view our own web content by seeing it through the eyes of the user, and we'll discuss methods of improving UX (user experience) by employing simple and effective psychology alongside common-sense SEO. Then, since better prospects will be finding and reading your content, I'll show you how to target your audience, measure the results, and constantly improve your outreach.
The "Digital storytelling" module is focused to adults learners interested in exploring the possibilities of managing multimedia tools of hight level. This module brings users the opportunity to learn how to create a 3-5 minutes video in a professional way
This module is part of a set of materials designed and developed in the project Telecentre Multimedia Academy (Lifelong learning - Grundtvig (2012-2014)) project.
The Telecentre Multimedia Academy is a project where Fundación Esplai worked with a consortium of 8 partners from Croatia, Latvia, Lithuania, Romania, Serbia and Hungary, whose coordinator is Telecentre Europe.
You can learn more about the Telecentre Multimedia Academy project in:
http://fundacionesplai.org/e-inclusion-internacional/tma/
This talk is about how language plays a pivotal role in creating meaningful experiences beyond interaction design. It was delivered by David Sherwin at Emily Carr University of Art and Design on March 30, 2011.
Can we design organizations for beauty?Joyce Hostyn
The future is ours to imagine, design and create. And if we’re dreaming the future into being, why not dream of a future where business is beautiful. Where business delivers the promise of happiness. Where business is an incredible force for positive change in the world.
4 hypotheses
Social learning is inter-active but Culture is also materially embedded or embodied.
To teach and disseminate immersive Digital History and Virtual Heritage, interaction and the learning that results from that interaction is crucial (see Mosaker, 2001).
To improve interaction, examine games and why they are so successful; academic literature suggests games are best examples of interactive digital engagement (references in Champion, 2008 et al.).
Game-based interaction has to be modified for Digital heritage-virtual heritage.
The future is going to be filled with immersive and interactive experiences. I expand upon my elemental theory of presence to create a framework for experiential design. I take a look at popular virtual reality experiences, and unpack the lessons learned from it's elemental center of gravity. I also take a look at different models and frameworks for immersive storytelling.
Explores how learning theory may interface with experiential design, and presents an experiential design framework, and future trends in education.
Presented as a part of the Educators in VR International Summit in AltSpaceVR on February 20, 2020, at 10a PST
Digital literacy - a new language for disruptionJoyce Hostyn
To achieve the digital enterprise, you need a workforce that embraces new ways of working. One in which they’re able to harness the power of information, collaboration, and communities to get their jobs done. This requires treating digital as a new language. One with a different grammar and syntax from what people are used to. And learning a new language isn't easy. How can we empower people through digital literacy to work smarter, treating digital as a language to use to express ideas and create magical experiences that people choose to participate in and, as a consequence, change their behavior? How can we get people dreaming in digital?
Predictable Irrationality If You Build What They Ask For, They Will Not ComeJoyce Hostyn
Traditional approaches to defining and deploying enterprise software fail to account for that fact that people are influenced by their environment, emotions, shortsightedness, and other forms of irrationality. How do we get past the predictable irrationality of people to redefine the problem and create experiences that people will embrace?
No One Cares About Your Content (Yet): Digital Atlanta 2012Cliff Seal
While content as 'king' may not be the best analogy, the importance of well-written, useful text content can't be overstated. Tone can affect engagement, keywords can make or break your SEO, length can kill interest—great writing is vital. Content isn't just blog posts or 'About' pages, it's everything that gives information (including the way the information itself is presented)! I'm seeing a common theme amongst non-profits: no one cares about their content.
Why?
In this session, we'll refresh how we view our own web content by seeing it through the eyes of the user, and we'll discuss methods of improving UX (user experience) by employing simple and effective psychology alongside common-sense SEO. Then, since better prospects will be finding and reading your content, I'll show you how to target your audience, measure the results, and constantly improve your outreach.
The "Digital storytelling" module is focused to adults learners interested in exploring the possibilities of managing multimedia tools of hight level. This module brings users the opportunity to learn how to create a 3-5 minutes video in a professional way
This module is part of a set of materials designed and developed in the project Telecentre Multimedia Academy (Lifelong learning - Grundtvig (2012-2014)) project.
The Telecentre Multimedia Academy is a project where Fundación Esplai worked with a consortium of 8 partners from Croatia, Latvia, Lithuania, Romania, Serbia and Hungary, whose coordinator is Telecentre Europe.
You can learn more about the Telecentre Multimedia Academy project in:
http://fundacionesplai.org/e-inclusion-internacional/tma/
Accompanying text (English) at the keynote for the ICOM-CECA Conference in Yerevan, Armenia, october 2012, a plea for the personal and eccentric museum...
Transmedia: The Digital Opportunities in ContextCorey Timpson
Transmedia storytelling: bringing the static to life and accomplishing several strategic objectives with 360° experience design. CMA 2017 presentation.
before defining a strategy for digital engagement, museums will have to define what they are about, their identity, DNA, their power source and a social engagement strategy in 4 steps
The exponential growth of social media and the ubiquitous use of mobile technology has changed the way we communicate both socially and for many also professionally. Digital spaces have to some extent removed barriers enabling social learning that is no longer constrained geographically (spacial boundaries) or by time-zone differences (temporal boundaries).
It is therefore timely to consider our digital capabilities and how these can be used to communicate and collaborate; and through interconnectedness provide opportunities for lifelong and lifewide learning that extend beyond the formal learning we are all familiar with.
This talk will consider why a professional online presence is so important; the value of using social media to develop global personal learning networks; and how through open sharing with our interconnected networks it is possible to develop our scholarly practice.
Sustainable Development Goals and Values for MuseumErfgoed 2.0
How museums can engage their audiences and work together with them on Sustainable Development Goals, based on their core Values and storytelling, by using the GIVE-model
the GIVE board (social Goals, Idea&Identity, Values, Engagement / empathy / Education, previously known as -SET-) will help you with your organisation's identity, social (responsibility) approach, communication and supporting storytelling, based on core values and sustainable development goals, by discussing why and how to build relations, attract followers / fans and make your efforts profitable. The GIVE model will be part of the Ready SET Go! handbook, which is (still) a work in progress.
presentation of the GIVE model during ICOM CECA conference 2018 in Tbilisi, how museums education & cultural action, sustainable development goals and storytelling lead to value. Use this model to discuss the values of your organization and how action can be designed accordingly
8 digitale en sociale vaardigheden die kinderen moeten meekrijgenErfgoed 2.0
presentatie voor de (verkorte) workshop van Theo Meereboer over de 8 digitale en de sociale vaardigheden en competenties die kinderen moeten meekrijgen om in de 21e eeuw digitale intelligent te zijn en te handelen. Tijdens Mediawijsheid Congres 2018
presentatie voor Postgraduaat Erfgoedondernemer aan de Erasmus Hogeschool in Brussel. Onderdeel: co-creatie en het SET model voor het ontwikkelen van het (museale) principe in de organisatie, vanwaaruit betekenisvolle 'product-markt-combinaties 'in co-creatie kunnen ontstaan.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
2. <digital> storytelling </digital>
once upon a time …
after my research is done, I will publish
my knowledge in a peer reviewed journal.
From this I make a selection of what you
should also know ...
#curator
#knowledge
#truth
#authority
#etc.
3. <digital> storytelling </digital>
then media became democratised
#amateur
#experience
#communities
#mediocrity
#etc.
aren't there easier
ways to share
knowledge?
Good question! I
will ask the swarm
4. <digital> storytelling </digital>
can you follow
me?
then everybody started talking
#amateur
#experience
#communities
#mediocrity
#etc.
I just follow
trending topics
depends on
who you follow
5. <digital> storytelling </digital>
you know that
gravity is not
just
imagination
together we tell stories
That's why I
love science
you mean we
could all fall?
6. <digital> storytelling </digital> What are we going to talk about?
storytelling
why
how
narrativity
writing
for digital media
crossmedia /
transmedia
communication
usability
for education, exhibits, retail, communication, website
?
value
for museum
audience
city
science
education…
your story
participation
8. <digital> storytelling </digital> digital?
It's about storytelling. Not about 'digital'. Like there is
no such thing as telephone-storytelling or television-storytelling…
Yet the internet, smartphones,
television and many other media give us tools and
opportunities to make storytelling even more
engaging. Jackie Gerstein says: 'digital storytelling
integrates meaningful stories with media,' and 'digital
storytelling is a form of narrative expression that is
crafted into a media production.'
Jasper Visser defines 4 key elements in 'storytelling
in a digital age':
1. Unexpectedness.
2. Public space (‘active communities’).
3. It is about the audience.
4.Create real life connections (combine virtual and
physical).
5.Genuineness and fun
6.Create meetingplaces, transfers conversations
10. <digital> storytelling </digital> story?
"When the winds of change
blow, some seek shelter, others
build windmills"
Chinese say
a great story,
but is it
storytelling?
11. <digital> storytelling </digital> telling history? not just words
#text
#context
#knowledge
#objects
#intangible
#oral #history
#value
#experience
#game
# …?
12. <digital> storytelling </digital> telling history? all parts looseley joined
# values
# ambitions
# thought concepts
# beleives
# questions
# challenges
# imagination
# BIG IDEAs
AuGMEnTEd REALITy, ART And TEcHnOLOGy
13. <digital> storytelling </digital> telling history? Connectivity
Metcalfe's law:
n(n − 1)/2
also counts for
digital
1
5
10
12
66
500
124750
14. <digital> storytelling </digital> telling history? Connectivity
we're
here
This is where
it happens!
Think excentric! contribute to
important issues, trends, networks,
startups, dare to distinguish
17. <digital> storytelling </digital>
The power of stories
- Stories can bridge the boundaries of time, they can connect the
past, the present and the future
- Stories can enable us to find similarities between ourselves and
others, real, virtual, imagined…
- Stories can confirm a truth that enhances our sense of who we are
as human beings, to confirm stories of who we are (we all want
confirmation that makes sense of our lives)
- Stories can let us care about - really emotional, intellectual,
aesthetic - things that are valuable for us; there is no one you can't
love, once you've heard their story
- ensure there is a constant directive, a road map, a route that
includes the central theme
- give your audience not 4, but 2 + 2. Encourage the urge to finish the
story, to help, to care, to fill in ...
- stories have to contain the most important ingredient: surprise
24. <digital> storytelling </digital> Why digital? the L.I.S.T. model
( r e a l )T i m e /
m o m e n t
S o c i a l
I n t e r a c t i o n
conversations
( m e t a )
I n f o r m a t i o n
/ I n t e r f a c e
meetings
stories
( p o s i t i o n )
L o c a t i o n/
P l a c e
experiences
25. <digital> storytelling </digital>
Why digital? the L.I.S.T. model
The dimensions of time and space were in crisis at the
end of the 20th century. There was the acceleration of
transport and information but not widely access to it.
Internet is the answer to this crisis and therefore so
successful.
Digital interaction has transformed the archaic
dimensions Space and Time into operational interaction
in which information, position and Time/ moment are
aligned. These STIP (LIST) dimensions are mutually
reinforcing; from Google Earth and Layar to Foursquare
and TomTom.
Digital interaction makes the Here and Now for all of us
to an emotional dimension that can be experienced and
operationalized. From the Now man builds his world.
The man who originated a spatial entity has media at his
disposal which he can connect him to the world, can
help him build this world and influence it from there
and then.
Johannes Bongers (Bureau S.) 2005
26. <digital> storytelling </digital> Significant value of storytelling
Nature of Significance
value exchange, value (co)creation
Aesthetic Value
Historic Value
Scientific Value
Social Value
Degree of Significance
Rarity
Representativeness
The Assessment Criteria for Cultural Heritage Significance
28. <digital> storytelling </digital>
Identity - ideation phase
Your Big Idea
“Ideas aren’t self-contained things;
they’re more like ecologies and
networks. They travel in clusters.”
-Kevin Kelly, Futurist and Author of What Technology Wants
29. <digital> storytelling </digital> knowledge ecology
blog /
facebook /
twitter /
google+
scooop. it!
paper.li
etc.
stories (= understandable,
personal, joyable knowledge)
+ experience / opinion
+ news (blog , social media)
+ announcements (events,
exhibitions, conferences)
+ node / hub (social media, contact
information)
+ best practice
(showcases, project descriptions)
+ knowledge database
(publications, presentations)
+ external sources
debate internship
+ LinkedIn
seminar
expo
site
bieb
event
photo
3D / AR
video
e.g. issuu /
slideshare /
flipbook /
pinterest
curriculum
game
research
app
mobile
(P2P) publications,
research, 'knowledge as
we know it'
30. <digital> storytelling </digital> How to make a Big Idea turn you on?
they come from visiting a museum!
in a museum!
from a museum!
dare to make mistakes in a museum!
museums can solve that problem!
that's what happens in an museum!
museums invite them
museums are…?
museums can cluster your creativity!
many museums know how to face trouble, they will help you if you ask.
museum ≠ ego
not just in nature museums
can museums make you confident? They should!
being awake comes after falling asleep
hello! You're in a museum!
have a look in in a museum!
museum know better
our museum will fuel your imagination as much as we can!
that's how we met
not so sad… we will reveal your ideas
32. <digital> storytelling </digital> How to make a Big Idea work?
Power source
of an
organisation:
watch,
because,
and so…
A Big Idea is a game-changer. It shifts paradigms and
turns category convention on its head.
The power source of your organisation is defined by
the core of existence: vision, mission, relation, put into
one sentence. It tells why your organisation exists and
for whom.
• visionairy/beckoning power (“watch!”)
• missionairy/working power (“because...”)
• relational/recruiting power (“and so, that means
for you…”)
summarize them in one sentence…
33. <digital> storytelling </digital>
How does a Big Idea come into mind?
Ideation is the creative process of generating,
developing, and communicating new ideas, where an
idea is understood as a basic element of thought that
can be either visual, concrete, or abstract.
Ideation is all stages of a thought cycle, from
innovation, to development, to actualization.
As such, it is an essential part of the design process,
both in education and practice
34. <digital> storytelling </digital> How to make a Big Idea happen?
• visionairy/beckoning power (“watch!”)
• missionairy/working power (“because...”)
• relational/recruiting power (“and so, that means for
you…”) > participation / co-creation, this usually
means a process of change:
5. support
1. reception
2. attention
3. understanding
4. acceptation
A museum can,
and should take
part in
transitions in
society,
especially
science
museums. So
build a centre of
expertise. Invite
people to join…
it's their
society!
36. <digital> storytelling </digital> How to share a Big Idea: Narrativity
“Narrativity is a term that describes the
degree of ‘storyness’ of a text, exhibition,
play…”
4 key aspects of narrativity
39. <digital> storytelling </digital> Defining narrativity
How can stories be folded onto physical
space in order to create memorable
human experiences and produce places
that have distinct identities?
How can theories of space and theories of
narrative inform each other? How can
physical and virtual worlds be combined,
to produce multi-sensory environments?
Where is the agency and who or what are
the actants? What is the role of user
participation? How can narrative
environments address social, economic
and environmental sustainability?
3. space and possibility to cross borders (philosophicly)
40. <digital> storytelling </digital> Narrativity
4. communication between the duration of the telling and the
period of the story being told
41. <digital> storytelling </digital>
Narrativity
4. communication between the duration of the telling and the
period of the story being told
43. <digital> storytelling </digital>
Who is telling / writing?
in search of van Gogh...
A museum must
facilitate the
way the
audience is
used to
communicate…
44. <digital> storytelling </digital> writing for digital media
Writing for (digital) media requires several
skills. Moreover it requires an
understanding of what people are using
media for. What do they write about, how do
they like to be informed?
Should the museum especially be good in
writing or good in listening, enabling and
facilitating?
What does community management mean?
53. <digital> storytelling </digital> A long story short
…
"Who can help us with finding the right information? We would
really want to know…"
54. <digital> storytelling </digital> Your story short
Think about the most precious, famous or
otherwise spectacular object or cultural
heritage you know or own…
write a tweet about this, in which you
summarise the utmost essence in 140
characters…
example:
maybe they search for instant identity?
55. <digital> storytelling </digital> Like you
How did you use twitter?
For whom was it? did you think of followers or
an audience?
Was it a stand alone text, or did it contain a
link?
Did you shorten the link?
Did you mention someone?
Was your tweet engaging?
Was there dynamic in the conversation?
Did you write (think) intuitively?
56. <digital> storytelling </digital> How to write/txt?
Be concise
What difference does it make if you live in a
pisturesque little outhouse surrounded by 300
feeble minded goats and youre faitthful dog…?
The question is: can you write?
Ernest Hemingway
57. <digital> storytelling </digital> How to write/txt?
Be imaginative
You have to try very hard not to imagine that the
iron horse is a real creature. You hear it breathing
when it rests, groaning when it has to leave, and
yapping when it's under way… Along the track it
jettisons its dung of burning coals and its urine of
boiling water; … its breath passes over your head
in beautiful clouds of white smoke which are
torn to shreds on the trackside trees.
Novelist Victor Hugo, describing a train
58. <digital> storytelling </digital> How to write/txt?
Be brief
I have made this letter longer than usual only
because I have not had the time to make it
shorter
Blaise Pascal, 17th-century philosopher
(Winston Churchill quoted him)
59. <digital> storytelling </digital> How to write/txt?
Be direct
I am hurt. A plague o'both your houses! I am
sped.
Mercutio in Romeo and Juliet
60. <digital> storytelling </digital> How to write/txt?
Be curious, true, thoughtful, interested,
generous…
Do you like our redesign? Our intern Marlieke
made it in our MuseumLab!
61. <digital> storytelling </digital> From museum text to copy
"Communication
is conversation.
Not dictating, but
speaking with.
And listening."
62. <digital> storytelling </digital> The art of copywriting
writing is thinking visual (with a small amount of text),
is looking through the eyes of your audience
63. <digital> storytelling </digital> Ask, invite, link, share…
adjust your way of writing:
• make a long story short
• be brief, imaginative, direct, concise, quick,
curious, dare to make mistakes, make it
‘more or less’ ready
• make it usefull:
- headers and white spaces
- (hyper) links
- active form of writing
• understand your audience
• define where to meet? (location + media)
• how would you describe your relation with the
reader? Will it last? (make it sustainable, ask
to engage, promote, share)
• do your best to inform, engage, entertain,
activate
64. <digital> storytelling </digital> 6 x L ( 3 x 2) x L
- Loose
- Listen
- Like-wise
- Learn (lifelong)
- (L.A.T.) relations
- be Loved
Loyalty And Trust
65. <digital> storytelling </digital> 10 x M ( 3 x 3 + 1)
- (hu)man (make communities personal)
- motivation (passion, involvement, values)
- makers (co-creation, crowdsourcing)
- mix and remix (mash-ups, crossovers,
interaction)
- moment (attention, occupation, timing)
- mobility (of ideas, memes and people)
- mark & fame (societal marketing, storytelling)
- meet opportunities (issue surfing, introduction
of technical innovation, topicality)
- measuring (analytics, statistics, marketing)
- medium (reach, interest, involvement,
activation)
69. <digital> storytelling </digital> crossmedia / transmedia
- What is the core of your story
- Which ingredients, such as characters, situation /
location, storyline, time, dramatic change, can you
use?
- Who is your audience? How can they be heroes?
- Why do you want to involve them. What value do you
want from your audience?
- Which part of the story is suitable for which media?
at which moment? -> make a roadmap
- How and when will they interact?
- How do they get from medium to medium? Why?
- Have fun!
Foster
meetingplaces,
transfer
moments and
conversations
72. <digital> storytelling </digital>
7 lessons about transmedia stories
Christy Dena
1. Quality and Speed means Costs.
2. It’s never as easy as you think it will be.
3. Have a plan or outline for the whole project before you
begin. Know thematic elements as well as the look and
feel of a project. And know when a project ‘ends’.
4. Set the stage so the audience knows what they are
committing to structurally (their time and commitment)
as well as the ‘story’ elements.
5. Everything in your transmedia story has a potential
barrier to entry. For example, having to register to use
the site, moving across platforms etc.
6. Everything is a balancing act, for example, between
audience size, audience engagement, audience
contribution, accessibility etc. Don’t make the bonus
content — the music, the audio play, the game, and
whatever else I devise — necessary to follow the story
7. Promote yourself.
Your own networks aren’t enough. Go where your
audience is, to forums and blogs and news sites and put
your stuff in front of eyeballs.
Foster
meetingplaces,
transfer
moments and
conversations
74. <digital> storytelling </digital> Your story
fuel the imagination | driven bij curiosity | free
thinking experiment | design by doing…
Foster meetingplaces, transfer moments and conversations
75. <digital> storytelling </digital>
Your story: website
what kind of media could the Polytech Museum use and why?
real time
connection
with the
exhibits?
76. <digital> storytelling </digital>
Your story: education
building a
relation.
Do education
and retail
match?
what kind of media could the Polytech Museum use and why?
77. <digital> storytelling </digital>
Your story: knowledge
What do we
know, how to
inform about
the future?
what kind of media could the Polytech Museum use and why?
78. <digital> storytelling </digital>
Your story: exhibition
imagine we
could swipe
the personal
experience
what kind of media could the Polytech Museum use and why?
81. <digital> storytelling </digital> Thank you for your attention!
If you have questions or suggestions,
please let me know!
theo@commidea.nl
@theomeereboer