Summary of my Master Class / Workshop on Storytelling, Transmedia and Other Trending Topics for students of the MA in Advanced Marketing at Deusto University.
Master Class Storytelling Transmedia and Other Trending Topics
1. Storytelling, Transmedia
& Other Trending Topics
A Workshop for MA Marketing Students
Deusto University | Business School, February 13, 2014
Eva Snijders. Storyteller. CEO at Química visual.
2. Program
1. Intro: A Journey from the XXst to the XXIst Century
2. Marketing and Communication today
3. Systems and Worlds
4. Targets & Avatars
5. Storytelling
6. Transmedia
7. User Experience (UX)
8. Native Advertising, Content Marketing, Brand Content…
46. Avatars
Personas
• From Sanskrit, “incarnation”: ”descent" of a deity
in a terrestrial form.
• Coined in 1985 by Chip Morningstar in designing
Lucasfilm's online role-playing game Habitat.
55. to me
something that happened
to someone else
or
something I imagine
something I imagine
something I imagine
something I imagine
something I imagine
70. Transmedia storytelling represents a
process where integral elements of a
fiction get dispersed systematically across
multiple delivery channels for the purpose
of creating a unified and coordinated
[entertainment] experience. Ideally, each
medium makes it own unique
contribution to the unfolding of the story.
Henry Jenkins
74. Drillability
•
Drillability: Stories inspire deeper
investigation, engaging the fans to explore the
story’s context, and solve intricacies or
mysteries. The Matrix, Lost.
Henry Jenkins
80. Immersion
•
Immersion: A rich story world pulls us in and
lets us forget ourselves and feel present at the
scene. Harry Potter.
Henry Jenkins
81.
82. Extractability
•
Extractability: What can a fan take away
from the story and bring into their own life?
Note: this can be something tangible (icons) or
intangible (values, a life lesson).
Note: this can be something tangible (icons) or
intangible (values, a life lesson).
Henry Jenkins
85. “Any given component,
like a television show or a comic or whatever
is actually just a window
through which you look
in order to understand this external world.”
in order to understand this external world.”
in order to understand this external world.”
in order to understand this external world.”
in order to understand this external world.”
Geoffrey Long | PM Microsoft
87. “The Holy Grail will be
to start the story in any portal,
whether it’s your iPad or a book, or a movie or an
online experience, or a game or a theme park;
have that experience continue
in another device…
and then finish on a third.“
.“
.“
.“
.“
.“
Craig Hanna | CEO Thinkwell Group
a transmedia production company that worked on the new Harry Potter theme park in Florida
94. •
Performance
overt: viewers are invited to vote. American Idol.
organic: the invitation to“tele-participation” is
carefully designed to appear natural, assuming that
the fans are already somehow participating with the
show. Canadian teen school drama Degrassi:
obscured: so many unanswered questions or holes
in the story line that a dedicated and intrigued fan
feels required to sleuth out the answers. Lost, The
Matrix.
The Matrix.
The Matrix.
Sharon Marie Ross | Media Researcher | Chicago’s Columbia College
96. •
Immersion: explore the brand;
Innovation: build or repair the narrative of
the brand;
Expansion: build out, enrich and deepen the
fiction, creating franchise bibles and
guidelines;
Planning: strategise a rollout over a period of
time, which utilises multiple media platforms
in concert.
Transmedia process
strategise a rollout over a period of time, which
utilises multiple media platforms in concert.
strategise a rollout over a period of time, which
utilises multiple media platforms in concert.
Jeff Gómez | Starlight Runner Entertainment
strategise a rollout over a period of time, which
utilises multiple media platforms in concert.
97. •
Transmedia types
the narrative spaces covered (location,
characters, time)
the number and relative timing of the
platforms (sequential, parallel, simultaneous,
non-linear)
the extent and type of audience
involvement (passive, active, interactive,
collaborative)
(passive, active, interactive, collaborative)
(passive, active, interactive, collaborative)
Robert Pratten | TStoryteller
103. UX
user experience
noun
noun: user experience; plural noun: user
experiences
1. the overall experience of a person using a
product such as a website or computer application,
especially in terms of how easy or pleasing it is to use."if
a website degrades the user experience too much, people
will simply stay away"
104. HOW UX WANTS TO BE SEEN
Field research
Face to face interviewing
Creation of user tests
Gathering and organising statistics
Creating personas
Product design
Feature writing
Requirement writing
Graphic arts
Interaction design
Information architecture
Usability
Prototyping
Interface layout
Interface design
Visual design
Taxonomy creation
Terminology creation
Copywriting
Presenting and speaking
Working tightly with programmers
Brainstorm coordination
Design culture evangelism
HOW UX IS TYPICALLY SEEN
Field research
Face to face interviewing
Creation of user tests
Gathering and organising statistics
Creating personas
Product design
Feature writing
Requirement writing
Graphic arts
Interaction design
Information architecture
Usability
Prototyping
Interface layout
Interface design
Visual design
Taxonomy creation
Terminology creation
Copywriting
Presenting and speaking
Working tightly with programmers
Brainstorm coordination
Design culture evangelism
105. “UX is the intangible design of a
strategy that brings us to a solution.”
Erik Flowers
109. Back to senses
and sensations
and sensations
smell
taste
sight
hearing
touch
110.
111.
112.
113.
114. ‘Would you tell me,
please, which way
I ought to go from
here?’
‘That depends a
good deal on
where you want to
get to,’ said the
Cat.
‘I don’t much care
where -’ said Alice.
‘Then it doesn’t
matter which way
you go,’ said the
Cat.
http://www.youtube.com/user/Unilever
Video Link: Sustainability at Unilever - The Value Chain
Thorin's letter to Bilbo/the contract, written in Tengwar by J.R.R. Tolkien [page 2].
Según explican en la web de la marca, “The Trunk” es un libro antológico de historias cortas que se presenta como un juego.
Hasta ahí, todo normal. Una marca de lujo reúne a once escritores franceses en el castillo familiar con el encargo de elaborar un libro que recoja historias cuyo protagonista es el archifamoso baúl “LV”.
Lo interesante del proyecto, desde mi punto de vista, es su backstory, su origen. Gaston-Louis Vuitton (1883-1970), nieto del fundador de la marca, tenía por costumbre leer toda la prensa diaria que cayera en sus manos en busca de noticias, sucesos y artículos que incluyeran un baúl. A lo largo de su vida, llegó a construir un inmenso archivo de recortes y notas. Y este archivo forma la base del libro. Los escritores invitados se basaron e inspiraron en esta colección para elegir sus protagonistas y escribir sus relatos. Tomaron una pasión existente, algo que ya formaba parte del ADN de la marca, y la revisitaron para adaptarla al tiempo actual.