Monday, November 1, 2010

The following videos are inspirations for our Educational Tool which is an interactive scenario game where students can influence the story. Below are some examples of "Choose Your own Adventure" type videos, inspirations for storytelling, etc.


A choose your adventure -- actions and consequences. Released by the Metropolitan Police in London.



From what perspective could we show our scenes?




We considered using "fast foward" and "rewind" buttons on our game interface within each scene. The idea would be that students could press FF to investigate the consequences of someone's action and REW to discover more about how their past might have influenced their choice to act that way. The video above explores that idea. 




Thinking about the idea of being sucked into a tv and how that creates a framework for encouraging kids to stand back to develop a point of view and observe the scenes.



Amazing video, touching on the idea of "choosing your own adventure" Or in our case getting the students to think about how their personas choose how to behave in certain situations.


Thinking about transitions between screens, Meredith encouraged us to consider what a more immersive experience would look like (instead of boxes within an interface). In our case we talked about a transition between screens looking more like the lights dimming and fading up at a performance rather than pressing a play button on a youtube browser to watch a video.




I really enjoy how this video takes us through this experience of falling into the tv. It also closely reminiscent of the sort of user influenced/system guided experience I think we are looking for.



Disregard the sheer crudeness of this video and you have a great example of our "choose your own adventure" / "we make choices everyday" sort of lesson we are trying to create





This is a sort of irrelevant clip but I wanted to see this example of an everyday setting as I was trying to create scenarios. A real life setting minus the walking m&m's of course.



The mii parade in wii as a way of thinking about multiple personas in one ambiguous space. Should the "waiting room" for our personas be ambiguous?



Thinking about public gathering places as holding lots of different people and how that might look in our system.




As we have chosen more cinematic storytelling methods how will we decide to show our scene?