Whole-experience Design

Storytelling creates patterns of environments spread over time. Its goal is to create patterns of user reactions over time. It manipulates the relationships of the environments, and the shifts between patterns that occur over time. The story is normally a bauble world. The user's whole experience is designed. The creator controls all of the stimuli that is available to the user.

To participate in the story, the user needs to give up their disbelief and control. They have to accept that all of their information will come through the designed interface. They need to be willing to isolate their perception of the story from their greater environment.

Literary stories (as opposed to architectural or physical ones) normally include "character." This inclusion of the characteristics of a human being in the experience generally increases the interest of the user in the system due to normal attraction to the human. Similarly, the hidden order of the "plot" builds on standard interest in hidden orders to draw the user in.

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Copyright (c) 1997 -- Mike Fletcher
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