Stories are changing. The web is changing. Research is changing. This is my
discussion on how to push content, stories, and curriculum forward. From virtual reality to crowdfunding; 3D printing to an mmirevolution.
I advocate, fight for, and bleed the mixed-media, interactive revolution, but I seem to always think of this as a digital-only field. It’s not. By definition, MMI is all kinds of media, and this digital-only thinking hinders the very revolution we are trying to spark.
One of my favorite MMI projects is The Incredible Intergalactic Journey Home, a “magical, personalized storybook.” The user (a parent) inputs some basic information about the child, and orders a personalized picture book about a trip through the universe. Each trip is personalized, including finding the child’s name in a constellation of stars.
This really is worth checking out — for the revolutionaries, and especially for anyone who has children in their lives. https://www.lostmy.name/en-US
We all remember those “Choose Your Own Adventure” stories where you had to flip around the book every time the character was faced with a decision. I know they’ve fallen out of favor recently, but I think they are right for a reboot. With digital technology and apps, there are a million ways to bring this fun to modern readers.
ChooseYourOwnStory.com is one contender. This charming site allows users to create “story games” and readers to enjoy and review them. While the design is somewhat lacking and the functionality limited, there are plenty of stories to choose from.
And, it goes to show whatÂ can be done with MMI, if only we let our dreams take flight.
I preach Educational Storytelling and the mixed-media, interactive revolution. But, the two are not separate. In fact, my ultimate goal is to help create a platform for interactive and personalized curriculum design using a multimedia platform.
Just to “test the waters” as it were, I have collected a few “stater” posts and articles about the benefits and use of multimedia in education.
- Benefits of Using Multimedia in Education is an overview for a graduate level course on multimedia education.
- This report, “Multimedia Transformation,” examines the many ways multimedia tools are transforming teaching and learning as schools work to raise achievement and prepare students for careers that require increasingly sophisticated uses of technology.
- The last is a list of software and applications that can be used to create multimedia educational resources. As with everything in technology, the list can be a little outdated, but still valuable.
I will dig deeper into all of these as time goes by. For now, I just wanted to get them out there.
Please add your own to the comments.
This post is part of The Future of Digital Content series, which discusses six traits I believe will be at the heart what content will look like in the coming years. These traits form a roadmap that lies at the heart of my research and experiments. The traits also work together, mixing and meshing, to paint a picture of how our future selves may read, watch, learn, and listen.
Let’s recap real fast. We are talking about what content may look like in the future. How is the line between books, television, internet, apps, and other content forms blurring? With shortening attention spans, how will content evolve?
So far, we’ve touched on five:
- Mulit-access – we want our content delivered in many different ways.
- Multi-modal – we want content that includes several forms of communication (video, text, sound, etc)
- Interactive – We want to take control of our destiny (or content). It should respond to us. Personalized.
- Collaborative – Working together with readers and other creators to build something more than we could ourselves.
- Social – In real live and in cyberspace, social between authors, characters, and readers.
Now, at the end, we reach immersive and expansive. My personal favorite.
Stories have universes, and we want to explore more than just the small part we see in a video or read in a book. Immersive means that we will be able to surround ourselves and explore content on our own terms. Expansive means that content will link together with other content.
To be honest, the inspiration for these traits come from Comicpalooza and other awesome scifi/comic conventions. For those who don’t know how they work, you basically shove thousands of (comic book, sci-fi, anime, and associated awesomeness) fans into a convention center for a weekend. Let the madness begin. The fans bring their favorite stories to life in really interesting ways: dressing as their favorite characters, creating new characters, writing their own stories based in the world, and creating a myriad of art, games, and other materials. This “fanverse” is not canon (not part of the official story), but often becomes just as important to the fans.
It may sound a little weird, but its a lot of fun. And this growing phenomenon can teach us about the future of content.
This centers around the concept of a “storyverse,” another feature of my research into narrative identity. A storyverse is usually seen in two different ways, as the universe the story happens in and as the universe of story-related stuff in the real world. For clarification sake, I’m going to break these into two different terms.
This is the world, the galaxy, the universe of the content itself. This is best seen in fiction, where you have characters playing out in a setting. The reader/audience only sees a small part of that universe — whatever the storyteller wants them to see. But, we can imagine that a character has extended family we never meet, lives in a city with unknown streets, and has lived a life beyond the 400 pages of our book. We don’t get to see everything. Most often, the feeling of a story being just part of a universe is what makes a story shine. You’ve heard of three-dimensional characters and internally-consistent worlds? This is the storyverse.
Increasingly, we are seeing storytellers let the reader into more of the storyverse through bonus features, short stories, and connected series. In this way, we get to choose our own path as we discover the storyverse. There are extra storybits “out there” for us to play around with. For the moment, let’s stick with “cannon” or official bits of the storyverse.
These extra bits don’t have to be bits at all. Look at Brandon Sanderson’s Cosmere or the new Marvel movies. In both cases, there are many stories weaving in and out of each other, connecting with one another, and building a more complete storyverse than a single, linear story can provide. There are many points of entry and many paths through the narrative.
We can see an expansive trait easily in fiction, but it can be just as powerful in non-fiction content. Think of news articles that relate together, articles connected, and bonus features around social media. We are already seeing this everywhere and it is only going to get stronger.
If the storyverse is all the official stuff of the story or content, then the metaverse is all the other stuff, the stuff outside cannon. For fiction, these are fan stories, cosplay, licensed artwork, and (most) video games just to name a few. It can (and should) be much more though. What about discussions happening around the story? I mean actually embedded in the page. What about comments and markup? These things ring even more true for non-fiction.
The metaverse is where your readers engage with the storyverse.
This is going to happen, regardless of what you do. What will make content successful in the future is an intentional plan to facilitate this metaverse. How can we encourage this interaction, this creation, this collaboration? Those are the content pieces that will win.
Immersive content surrounds the audience, engaging more than one or two senses. It makes the content part of their world, part of their life. We can see this clearly already with virtual and augmented reality.
Virtual Reality, we will define as engrossing reality. Something that completely surrounds and captivates your audience. The VR headsets are the best example of this so far. Augmented Reality is the accepted term for something that adds to but doesn’t replace the audience’s perception. Things like Google Glasses, which overlay a screen onto the real world would fit here. I would add Engaging Reality in which content engages as many senses as possible, not just sight and sound. Think of interactive theatre or those wonderful scratch-and-sniff stickers.
This may all seem out there, but we are already seeing a lot of this happen. As the future becomes the present, these traits will creep into our content. The most successful — the most memorable, powerful, and effective — content will be intentional about how it is immersive and expansive.
The Path Ahead
This leaves us at the end of our Six Traits of the Future of Content. We have seen how the content of the future (and increasingly of the present) will be multi-access, multimodal, interactive, social, collaborative, and immersive and expansive. The winners of the war for attention will use these traits and create some truly mind-blowing content.
This isn’t the end of the discussion, though. These are my predictions, but no one has the crystal ball, and the future will unravel as it does. I will continue my research and my writing and we will see what happens. How the world will surprise us.
This isn’t even the end of this series! We’ve introduced some basic concepts, but how do we make them work? How do these elements fit together? What is the workflow to create these bits of awesome? Stay tuned, Bat Friends.
This is just the start and the future will be awesome!