Great read. Unfortunately, it seems in web and mobile, more often than in games, users end up with multiple and often conflicting narratives presented to them. E.g. while the designers working on any given project may elegantly come up with style and interaction solutions - those solutions might be fit into conflicting corporate style or interaction guides and requirements - and later marketed in different pretexts than the use cases a device was intended for. (I'm interpreting narrative in a very broad sense here, far beyond the ludic context of the article).
I see this mostly this is an issue of agendas, communication, and ill suited work processes which do not clearly address having a clear narrative as an element of having a clear vision. Apple did an excellent job of creating a narrative which extended from the system of the iPhone right through their marketing. Has anyone found good methods for expressing / interpreting design vision through narrative means? Anyone found that the explicit considerations of design work as narrative been generative? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=38498 ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... [email protected] Unsubscribe ................ http://www.ixda.org/unsubscribe List Guidelines ............ http://www.ixda.org/guidelines List Help .................. http://www.ixda.org/help
