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?




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Posted from the new ixda.org
http://www.ixda.org/discuss?post=38498


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