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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, its 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

 De鍖nable & Unde鍖nable 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 De鍖nition
Recency
                 Reach
                                          Consistency

Unique Viewers                                   Frequency

                            METRICS                     Duration
    Page Views


                  Hits                          Virality
                                Ratings
simple
                                                   sophisticated




                         Engagement How do we measure it?
MMTO Lab by Anita Ondine
MMTO Lab by Anita Ondine
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
              De鍖nable Value   Win a prize


  Virtual                          Random
currencies                         Rewards
          Unde鍖nable 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 well 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:

- Its 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 gra鍖tti (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
identi鍖cation, 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 鍖xed and mobile
devices, creating personal area
networks (PANs).


 Wi鍖: 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.wefeel鍖ne.org/


 Geolocational animated example:
http://projects.鍖owingdata.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 well cover

- Distribution:

 What it is

 What its not

- Courting communities


- Go where the traf鍖c is:

 Twitter

 Facebook
Distribution:
What its not

Not contained by
 traditional gatekeepers

Not one to many

No transmedia
 distributors

Not 鍖xed
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
Burtons Cadavre Exquis)


 Twitter pro鍖les 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 pro鍖les
and tell stories through them

 Facebook pro鍖les 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

 Bene鍖t 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 Well 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
Lets keep talking

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

More Related Content

MMTO Lab by Anita Ondine

  • 1. Story Architecture + Storyworld Bible Lab Anita Ondine Toronto, Canada January 19, 2012
  • 2. Creative output What to include
  • 4. Creative output HiM / Pandemic
  • 5. Development Questions What are 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, its all about story
  • 8. Using Game Mechanics to Incentivize Participation Lab Anita Ondine Toronto, Canada January 19, 2012
  • 9. Agenda Engagement Audience Reach The Fun Quotient The Engagement Funnel De鍖nable & Unde鍖nable 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 De鍖nition
  • 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 Season 4 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 Buy 10- get-1-free De鍖nable Value Win a prize Virtual Random currencies Rewards Unde鍖nable 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 Anita Ondine Toronto, Canada January 20, 2012
  • 24. What well cover - Design considerations - Readily available technologies: Geo-location Projection QR Codes Augmented Reality Short Range Communications Data Visualization
  • 25. 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
  • 26. User Experience Design Principles of good user experience design: - Its 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 to Vibeke Hansen Experience Design Know Your Audience
  • 29. With thanks to Vibeke Hansen Experience Design Device & Context
  • 30. 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
  • 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 gra鍖tti (Rotterdam example): > http://bit.ly/bS7WWM Microsoft Surface (interactive surface): > http://www.microsoft.com/surface/ Inter Ikea interactive display
  • 33. Professional Large Back page DIY Small Front page Unlock hidden stories Using QR codes
  • 34. 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
  • 35. Short Range Comms RFID tags: Radio frequency identi鍖cation, 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 鍖xed and mobile devices, creating personal area networks (PANs). Wi鍖: 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 Example Gallery: http:// vis.stanford.edu/protovis/ex/ Data Viz - Social Media mashup: http://www.wefeel鍖ne.org/ Geolocational animated example: http://projects.鍖owingdata.com/ walmart/ Professional Tools (PC only): http:// www.tableausoftware.com/data- visualization-tools List of Free Tools: http://bit.ly/ g5IWZH
  • 38. What well cover - Distribution: What it is What its not - Courting communities - Go where the traf鍖c is: Twitter Facebook
  • 39. Distribution: What its not Not contained by traditional gatekeepers Not one to many No transmedia distributors Not 鍖xed
  • 40. 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
  • 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 as a storytelling tool (like Tim Burtons Cadavre Exquis) Twitter pro鍖les 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 have Facebook pro鍖les and tell stories through them Facebook pro鍖les 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 Bene鍖t 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 Anita Ondine Toronto, Canada January 20, 2012
  • 52. What Well 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 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
  • 59. You must build the life you want to live in. Rozh Mutabchi
  • 60. A new dawn ...is coming
  • 61. Lets keep talking Twitter: anitaondine Facebook: Anita Ondine Linkedin: Anita Ondine Smith E: anita@anitaondine.com