Tagged: interactivity

I-DOCS: Who are you, where did you come from and what will you become?

A definition of i-docs comes from the reading Interactive documentary: setting the field by Judith Aston and Sandra Gaudenzi: any project that starts with an intention to document the ‘real’ and that uses digital interactive technology to realize this intention.

I agree that the definition should be purposely left broad, however I’m interested in the fact that authors have put ‘real’ in quotation marks. This begs the question of what is ‘real‘, a whole other philosophical discussion.

Artwork by Naomi Reid – http://www.naomireid.com

Interactivity is seen as a means through which the viewer is positioned within the artefact itself, to play an active role in the negotiation of the ‘reality’ being conveyed through the i-doc… it involves going beyond the act of interpretation to create feedback loops with the digital system itself.”

The article mentions that “different understandings of interactivity have led to different types of digital artefacts“. The importance of different perceptions and perspectives I’ve never really seen discussed, but it is essential as it comprises our eccentric and endless world-view.

Guadenzi proposes four interactive modes: the conversational, the hypertext, the experiential and the participative.

The conversational modepositions the use as if ‘in conversation’ with the computer“, eg ‘factual games’ or ‘docu-games’.

The Hypertext modelinks assets within a closed video archive and gives the user an exploratory role, normally enacted by clicking on pre-existing options.

The Participatory modecounts on the participation of the user to create an open and evolving database“.

The Experiential modebrings users into physical space, and creates an experience that challenges their senses and their enacted perception of the world“.

Aston proposes that “the most interesting work in i-docs often arises when genre is transcended and boundaries are blurred“, which based on my previously mentioned obsession with contrast and conflict I agree with this statement wholeheartedly for any creative work.

The 90-9-1 principle is mentioned in the reading, which suggests “there is a participation inequality on the Internet with only 1% of people creating content, 9% editing or modifying that content, and 90% viewing content without actively contributing“. The simplest way I imagine this rule is through YouTube, with 1 per cent of people making videos, 9 per cent of viewers commenting on videos, and 90 per cent watching without interacting at all. Because of this rule, whenever I see a YouTube video with 10 per cent or more of views translated into ‘likes’, it is pretty clear to me that the audience of this video has enjoyed the content.

The 90-9-1 rule

Reading all these facets regarding i-docs from the symposium I do find myself wondering if this need and want for interactivity is misguided. I’ve never once felt inclined to comment on a YouTube video, tweet a TV show or send a photo to a news broadcaster, and I think the 90-9-1 principle is valid for a reason. When I turn on a Louis Theroux doco, I lean back and watch what has been neatly packaged for me, no input necessary. I think the creation of these different modes is endlessly inspiring for creativity, but I do wonder at the success of these projects in a world where only 9 per cent of us contribute.

In the reading The field of digital documentary: a challenge to documentary theorists by Craig Hight, ‘digital documentary’ is suggested as offering “the potential to change the nature of documentary practices, aesthetics, forms of political engagement and the wider relationship of documentary culture as a whole to the social-historical world.

Hight permits that the “digital transformation suggests a radical shift in the basis of documentary culture“, with remediation and the appropriation of cultural forms coming into play. Studying Studio Art in high school I was very interested in this idea of re-appropriation, with themes of conflict and contrast being explored, as well as the spaces between all things and what they mean. The following video Simmons & Burke (Repute Re-Appropriation) from Gabriel Sunday on Vimeo demonstrates this reappropriation in art in the form of a mini documentary, so I think it’s… appropriate.

Hight asks the question: “what effect on film-making practice will follow from the inclusion within iMovie of a preset selection for something that is labelled the ‘Ken Burns effect’, which mimics that director’s trademark panning of photographic material as a central device for the construction of historical narrative?” Similarly, why couldn’t someone create a Wes Anderson or Quentin Tarantino effect in order to create new possibilities such as trailer re-imaginings, and why shouldn’t they? I think it’s imperative for new media to maintain a sense of playfulness, and these options may spawn a million mediocre mashups, but they also provide new avenues to creativity.

“The possibilities that derive from the ability of desktop computer software to merge existing traditions of photography, information design, and the varieties of moving image production into an expanded palette for motion graphics. The result is a distinctive ‘hybrid, intricate, complex and rich visual language’, one that is becoming more and more accessible to amateur media producers.”

DVD has allowed for the rise of specialist distributors, while online distribution has created opportunities for distribution of independent documentary productions, not to mention the proliferation of user-created material such as YouTube. “This kind of online environment provides for bother the flowering of the work of new documentary auteurs, and also their swamping within an ocean of more mediocre offerings.” This makes me question how we find the good things: do we depend on others to share things with us, whether that is our friends on their Facebook walls, advertisements or suggestions from YouTube based on other videos we’ve watched?

Hight also brings up computer games in talking about new digital forms of media, which I previously haven’t considered as a type of documentary, but based on the number of games revolving around real historical events, it does open doors for what interactive documentary is and could be.

 

 

There is a story to be told here

Part of the interactive documentary Explore Shoreditch, this section uses interactivity to allow users to explore an audio interview and tilled video/photo gallery.

This section is fun to use and allows an interactive experience. It aims to explore a possible form that documentary could take on touch-devices.

Interactive documentary experts Mandy Rose, Judith Aston and Sandra Gaudenzi unpack the mysteries of interactive documentaries: what are they, what is exciting about them and how do they relate to the documentary tradition?

Through analysis of a range of interactive projects, all of which place new logics of authorship and storytelling at their core, the session provides participants with a set of conceptual tools to assist in the development of their own work.

Data Driven Stories: Aaron Koblin for the Future of StoryTelling 2012

Come to your Census (interactive media)

Working with the Australian Bureau of Statistics, Spinifex have taken data visualization to a unique, eye catching new level through an amazing interactive projection on historic Cadman’s Cottage to promote the release of ABS’ 2011 Census data.

Horizontal spaces

…one of the issues I have with those sites [YouTube, Vimeo] is that they’re still stuck in this broadcast-mode type of mentality where you post something and it’s there, and any sort of interactivity takes place in the form of a list.

Obviously, there’s so much you can do with that, and you can expand it in so many ways. I feel like the iPad is going to help people start to see movies as datasets, instead of linear pieces that you look at from beginning to end, so people start navigating these spaces more horizontally.

Ryan Trecartin on interactivity and non-linear video online

Actively interacting interactively

The importance of interactivity in digital texts and how that differentiates old and new media.

Not all digital texts are interactive, but those that aren’t could usually be taken out of the computer and played by another medium.

Ryan asks what this might mean for narrative form and storytelling, and as a self-diagnosed, scaffold-loving, traditional narrative fanatic, I am also interested in what the future might look like in an ever-expanding networked media.

I really like these diagrams of plot graphs Ryan provided – they offer a range of perspectives on narrative that don’t necessarily have to conform to the traditional structure.

I found most interesting what Ryan raised in the last section, that interactivity is an umbrella term that covers a wide variety of relations between the user and the text. So far in the examples of hypertext I’ve looked into, at least online, I’ve had to simply click different sections and links and I’ve been transported to a different story segment. But where else could this idea of interactivity lead as technology progresses? Admittedly, I’m still transfixed by the idea of a build your own adventure theme park, but the directions that could be followed… I can’t begin to fathom.

  • Links:

On Evan Williams’ newly launched publishing platform, Medium, a big focus is on sharing and collaboration. Articles are arranged by themes so that readers can contribute and gravitate toward content that fits their likes. The comments are set up to aid in that too. They’re not at the end of the piece, but sprinkled throughout, paragraph by paragraph. The aim is to foster dynamic discussions around what you’re interested in.

“The crowd can actually improve the quality of the content,” says Williams, who also co-founded microblogging site Twitter. “Our goal is to create a better place to read and write.”

The Publishing Industry’s Secret Sauce Is You

Television has already grown to have what AMC calls the “two–screen experience” with certain shows. The new NBC show, Hannibal (which I recommend highly), live tweets during its episodes, and Sam Witwer live tweets during the SyFy show Being Human for both the East and West Coast air times.

So let me bring this back to the issue that spurred this blog: ensemble casts and the changing nature of big movies.

A Different Kind of Experience

The world’s first interactive street-furniture installation is for Nokia’s N-90 and the moment it detects a pedestrian it springs into life. The monolith-like installation first swivels either right or left to ensure that the creative message is directly in front of the consumer. It then snaps a photograph of the person and displays it on a screen.

Street Furniture Gets Interactive (2006)

There is no way to deny that fact static pages just don’t cut it anymore. With every company combining social media profiles with their standard websites, designers are discovering more and more that creating a successful site means embracing interactivity.

Internet users view countless websites each day, so as a brand you need to figure out how to stand out and make your mark in the mind of the viewer. One of the best ways to do this is to incorporate interactive elements on your site. The goal is to draw the customer in and engage them through interactive element—innovative scroll navigation, animated characters or unique click controls. Whatever you choose to do you have to make it worth talking about.

Interactivity Is King

Interaction is something as simple as pressing Space to make the story continue, and as complex as deciding the fate of a universe based on your actions. Such interactive storytelling breaks down into three rough categories. There are games that wish to tell you their story, and ask you to complete tasks that allow it to be told. There are games that have stories which can go in multiple directions, and allow you to choose which of these pre-determined routes to take. And there are games that provide a template in which you can tell your own story.

– Games Are The Ideal Place For Telling Great Stories

A very important factor of interactivity in games is how the player experiences and learns about the story. Audio, visuals, and other elements of a game help to create truly interactive experiences.

– Interactivity as it Relates to Video Games and Story