My presentation from the 2014 ISMAR workshop series. Location-based experience design workshop is focused on exploring and teaching about the intersection between story, location, and technology for augmented and mixed reality products and installation development.
Here I focused on combining and drawing links between UX tools such as user journey maps, as a design tool for location experiences from the user perspective. This influences game mechanics, world building, etc. to form the location experience.
As use cases I presented two projects I have been involved with, Ghosts of Venice and Lost In Reality.
2. Story
Structure
Prototyping
User
Experience
Story Location
A/MR
Technology
Mark Melnykowycz mark@idezo.ch
Location
Hero’s
Journey
Changing
structures
Books,
movies,
ebooks,
games
IxD / UX
Fundamentals
of IxD
Consumption
Patterns
User Journey
Game
Mechanics
Metaio
SDK
Tracking /
Positioning
AR / MR
Teaching
Users How
to Play
Fundamental
differences
Technology
World
Building
Game
Space
Rules
2014 ISMAR Workshop:
Location based experience design
Ghosts of Venice
Mixed-reality film
Lost In Reality
Mobile storytelling
2
4. Generic Location App Use Case
User goes to a
location
Content or
interaction is
triggered
Mark Melnykowycz mark@idezo.ch 4
5. Designing Location Experiences
Why is the
person in that
location?
How are they
interacting with
the location?
Why are they motivated
to engage in this
experience?
How are
experiences
planned?
What
technologies
are available?
Mark Melnykowycz mark@idezo.ch 5
6. Key Physical Elements
Location
Position /
Orientation
Interaction
Content
Mark Melnykowycz mark@idezo.ch 6
7. Sketching out user flows /
prototyping / product definition
Technology
trends
User motivations
/ immersion
Communication
patterns
Building interaction /
defining app world
Mark Melnykowycz mark@idezo.ch 7
8. Tech and Society Trends
IoT/M2M
Devices
Device Fragmentation Evolving Communication
Mark Melnykowycz mark@idezo.ch 8
10. Connected Device Evolution
50 Billion!
By 2020*!
Location
Interaction
Connected City
Quantified User!
Quantified Self!
IoT!
Large
connected
ecosystem
http://share.cisco.com/internet-of-things.html
Mark Melnykowycz mark@idezo.ch 10
11. Location
Time
Heart Rate
Quantified User
Sensor Fusion User State
Mark Melnykowycz mark@idezo.ch 11
12. Defined UX in Closed Systems
Interaction Device
Interaction and consumption patterns are learned making the
transition to new devices easy
Mark Melnykowycz mark@idezo.ch 12
13. Fragmented UX Patterns
Distributed UX
Ubiquitous Computing
Defined UX
Space
Mark Melnykowycz mark@idezo.ch 13
14. Location as a Device Experience
How are users trained to interact with locations?
Maps
Mark Melnykowycz mark@idezo.ch 14
15. Determine orientation
in location using
navigation aids
Maps
Identify physical
anchor points to
define position
Use technology to
identify information
around you
Future actions based on
understanding where you are
and what you can explore
Mark Melnykowycz mark@idezo.ch 15
17. Short Evolution of Communication
Face to Face
Copier
Printing
Writing
Web
Location Services
Email
Static HTML
Blogging
Instant Messaging
Fragmented Lines!
Push/Pull!
Transmedia
Social Networks
Telephone
Mobile SMS
MMS
Mark Melnykowycz mark@idezo.ch 17
18. Content Container Consumption Velocity
Mark Melnykowycz mark@idezo.ch
User Experience Design
The User
18
Consumption Concepts
19. Consuming Media
Content
The User
Information transferred between
containers and consumed by people
Mark Melnykowycz mark@idezo.ch 19
20. Physical Container
The User
A real, tangible thing used
to hold, and through which
content can be consumed
Has been designed, has
structure and fills up
physical space
Mark Melnykowycz mark@idezo.ch 20
21. The User
Virtual Container
A virtual thing used to
hold, and through which
content can be consumed
Has structure, fills up
space and can scale
Defined through graphic
design and UI engineering
Mark Melnykowycz mark@idezo.ch 21
22. Consumption
The User
Vocabulary
Content
Understand/Retain information
Make it part of your knowledge base
How fast is this?
Velocity
Mark Melnykowycz mark@idezo.ch 22
23. Consumption Patterns
Print Web Mobile
Landing Page Grid
Content Home
Linear
progression
Pull out bits
of information
Scan - look
for anchors
Save an idea
and move on
Mark Melnykowycz mark@idezo.ch 23
25. Digital Consumption
App/Webpage Social Media Video Augmented Reality
Push/Pull Curator
Audience
Mark Melnykowycz mark@idezo.ch 25
26. SnowFall
New York Times / http://www.nytimes.com/projects/2012/snow-fall/
Scroll page, easy to pull out bits of the story and be
immersed in graphics, story, characters.
Mark Melnykowycz mark@idezo.ch 26
27. Text, animations, videos, different
themes, consistent narrative
Pull-based consumption and
reading of content
Mark Melnykowycz mark@idezo.ch 27
28. Parallax, easy to explore
Pull consumption
Easy to design/prototype
https://www.scrollkit.com
Mark Melnykowycz mark@idezo.ch 28
29. Easy to integrate, drag/drop
images, embedded media (video/
audio/iframes)
Custom URL or publish on
scrollkit.com
Mark Melnykowycz mark@idezo.ch 29
30. Social Media Curation
Flow/steam Slideshow
More powerful than Tumblr, connect to and search
social media channels, present content in sequence
Mark Melnykowycz mark@idezo.ch 30
31. Connect to social media
channels
Arrange elements to
group together
Add text and links
Mark Melnykowycz mark@idezo.ch 31
32. Publish as landing page
on BrickFlow, share link to
social media channels,
remix
Embed ex ter nal l y as
iframe element, view as
slideshow experience
Mark Melnykowycz mark@idezo.ch 32
33. Connect to and search social
Add content, text, etc. media channels
Mark Melnykowycz mark@idezo.ch 33
34. Mixed Video/Interaction
Non-linear video
navigation
Clickable elements
Easy assembly
Combine multi-media
elements
View in video/slide format
Videos, audio, animations,
text, etc.
Mark Melnykowycz mark@idezo.ch 34
35. http://www.raptmedia.com/product
Add clickable elements to
videos, seamlessly jump
from one video to another.
Allow choices for jumping
between storylines/
elements
Mark Melnykowycz mark@idezo.ch 35
36. Interactive layer allows clicking/hyperlinks
Different video
clips can be
linked together
User can make
decisions at plot
points
Easy to create
alternative story
lines or allow
exploration
Mark Melnykowycz mark@idezo.ch 36
37. Connect to channels,
ability to upload
Arrange
elements
Share
www.zeega.com
Mark Melnykowycz mark@idezo.ch 37
40. Story Consumption Container
What is the story,
the world it takes
place in, the
character, etc.
How will this story
world be consumed
by the audience or
users?
How will the
consumption be
realized, physically/
virtually designed, etc?
User Experience/Interaction
Know your User!
Wireframe/prototyping
Webpage/App
Video/ebook
Know your Audience!
Story boarding
Pre-Visualization
Mark Melnykowycz mark@idezo.ch 40
41. Creative Product
Creates stories,
art, movies,
etc.
Builds physical/
virtual products
User Experience/
Interaction
Find your
audience
The Audience The Users
Prototype/Test/Explore
Mark Melnykowycz mark@idezo.ch 41
42. How will the consumption
be realized, physically/
virtually designed, etc?
Wireframe/prototyping
Webpage
Video
ebook
Consumption Container
User Experience/Interaction
User Journey
Paper/Digital
Mockup
Interactive
Prototype
Final
Experience
Mark Melnykowycz mark@idezo.ch 42
43. How does the user get into your
story and engage in your
experience?
User Journey
User sees meme via
Facebook/Tumblr
Searches for
Zurich Dada
Game on
Google
Starts reading/
learning about
the Dada ghost
in Zurich
Need to have
good SEO base
on landing page
Need fast
consumption on
desktop/mobile
Parallax
page design
User is push/pull
fragmented
reader
Mark Melnykowycz mark@idezo.ch 43
44. Design representation of your app/container
to communicate and test the user experience
Paper/Digital
Mockup/Prototype
Communicate with
potential partners /
investors / users
Testing tool for fast
user feedback
before development
Communicate
between design /
development
Demo App Mockup Paper
Mark Melnykowycz mark@idezo.ch 44
47. Story
•Story, a recounting of a sequence of events*
•An account of imaginary or real people and events
told for entertainment: "an adventure story"**
Narrative
•A narrative (or story) is any account that presents
connected events***
•A spoken or written account of connected events; a
story: "a bare narrative of the details"**
*Wikipedia
**Google dictionary
***Oxford English Dictionary (online)
Mark Melnykowycz mark@idezo.ch 47
49. Shared emotions help form the
fabric of society
...storytelling is a vehicle used to combine
emotions and information
...and communicate those feelings and information in a
structure which gives us comfort or instills feelings of fear,
optimism, etc.
Mark Melnykowycz mark@idezo.ch 49
52. Physical time is linear
Emotional memory is non-linear
Birth Death
Mark Melnykowycz mark@idezo.ch 52
53. Story
Connect current events to good feelings from the past
Hope in the future and our confidence to meet challenges
Play out emotions we can’t explore in reality
Mark Melnykowycz mark@idezo.ch 53
54. Die Hard
...makes me feel good about my chances of surviving a dramatic
terrorist attack
Die Hard, 20th Century Fox
...statistically it will probably never happen, but I’m sort of
mentally prepared if it does
Mark Melnykowycz mark@idezo.ch 54
55. Mark Melnykowycz mark@idezo.ch
What is traditional story structure?
Does it conflict with our fragmented communication
patterns?
55
Story Structure
60. Linear Story Structure
http://www.musik-therapie.at/PederHill/Structure&Plot.htm
Mark Melnykowycz mark@idezo.ch
http://wandertones.deviantart.com/art/Standard-Story-Structure-178276496
60
Rising drama leading to an apex with essential
plot points and local challenges/resolutions
61. Joseph Campbell
“Campbell explores the
theory that important
myths from around the
world which have
survived for thousands
of years all share a
fundamental structure,
which Campbell called
the monomyth.”
https://en.wikipedia.org/wiki/The_Hero_with_a_Thousand_Faces
Mark Melnykowycz mark@idezo.ch 61
62. Joseph Campbell
THE HERO IS INTRODUCED IN HIS ORDINARY WORLD
THE CALL TO ADVENTURE
THE HERO IS RELUCTANT AT FIRST
THE HERO IS ENCOURAGED BY THE WISE OLD MAN OR WOMAN
THE HERO PASSES THE FIRST THRESHOLD
THE HERO ENCOUNTERS TESTS AND HELPERS
THE HERO REACHES THE INNERMOST CAVE
THE HERO ENDURES THE SUPREME ORDEAL
THE HERO SIEZES THE SWORD
THE ROAD BACK
RESURRECTION
RETURN WITH THE ELIXIR
http://www.cs.uu.nl/docs/vakken/b2go/docs/hero_journey.pdf
Mark Melnykowycz mark@idezo.ch 62
63. The Hero’s Journey repeated in
countless media…
Mark Melnykowycz mark@idezo.ch 63
64. Suspension of Disbelief
Suspension of disbelief or willing suspension of
disbelief is a term coined in 1817 by the poet
and aesthetic philosopher Samuel Taylor
Coleridge, who suggested that if a writer could
infuse a "human interest and a semblance of
truth" into a fantastic tale, the reader would
suspend judgement concerning the
implausibility of the narrative.
http://en.wikipedia.org/wiki/Suspension_of_disbelief
Mark Melnykowycz mark@idezo.ch 64
65. Why is the Hero’s Journey
structure so popular in movies
and media?
Fairy Tales, myths, Star
Wars, The Matrix, etc.
Do we like it because
we expect it and are
conditioned for it?
Is it inherent in our
minds and DNA?
Does it hold us back in
life? Must we be chosen
to do great things by
someone else?
Mark Melnykowycz mark@idezo.ch 65
67. Play
Confront a
challenge
Interact with other
Understand your
progress
players
Games
Interactive with the
world
Actions have
consequences
Conquer small
quests
Mark Melnykowycz mark@idezo.ch 67
68. Players
Story
Game Elements
Conflict /
Mechanics Challenge
Resources
Game world / field of play
Mark Melnykowycz mark@idezo.ch 68
69. Game Mechanics
Players overcome
challenges
Players understand
the rules
Players understand
their place in the
context of the game
Reason for the
experience to exist
Know how to interact with
the experience
Points System
Levels
Time
Mark Melnykowycz mark@idezo.ch 69
70. Game Enjoyment
70
The Challenge The Story The Game Play
http://en.wikipedia.org/wiki/Doom_(1993_video_game)
http://z2.com/game/metalstorm-online/
http://en.wikipedia.org/wiki/Puzzle_Bobble
http://en.wikipedia.org/wiki/World_of_Warcraft
72. A Generic Story
Character presented with challenge
Generic Threat
Finds courage... Triumphs!
Character evolves
Generic Hero
Character overcomes challenges
Mark Melnykowycz mark@idezo.ch 72
73. Character Change Through Conflict
Character evolves
A character evolves/
changes due to conflict
inherent in the story
Relationships
Environment
Mark Melnykowycz mark@idezo.ch 73
74. Who is the Main Character?
Is the user a participant or an outside viewer in a location game
or experience?
Mark Melnykowycz mark@idezo.ch 74
75. Story Development
Character Driven World Driven
Generic environment,
used as a setting for
character interaction to
take place.
The story of a character
in a given environment,
which forces action /
conflict
...become a different
person
How will the world affect character development?
...character traits stay the same
Mark Melnykowycz mark@idezo.ch 75
76. Contemporary
super hero
Traditional
action hero
Die Hard
Arnold Schwarzenegger
Ironman, Thor, Spiderman, etc.
Watchmen
Dark Night
Man of Steel
X-men
Simple dialogue, hero
never dies, always
triumphs
Question their actions
and place in the story,
supporting characters
die, like real life.
Good vs. Evil Good? vs. Grey Zone
Mark Melnykowycz mark@idezo.ch 76
77. World
Location Time Physics
Where is the
world? Is it a city,
a new planet, a
coffee house?
Take a character
from another time
or use a world
from a different
time?
If it’s a new world,
does it respect the
physics of Earth as
we understand them?
Mark Melnykowycz mark@idezo.ch 77
78. 78
X | Media | Lab Switzerland 2013: Transmedia
Alex McDowell – Transmedia’s Renaissance Man: Narrative Designer for Minority Report; Fight Club; Man of
Steel; Associate Professor, USC – School of Cinematic Arts; Visiting Artist, MIT Media Lab (Hollywood)
79. 79
X | Media | Lab Switzerland 2013: Transmedia
Alex McDowell – Transmedia’s Renaissance Man: Narrative Designer for Minority Report; Fight Club; Man of
Steel; Associate Professor, USC – School of Cinematic Arts; Visiting Artist, MIT Media Lab (Hollywood)
80. 80
X | Media | Lab Switzerland 2013: Transmedia
Alex McDowell – Transmedia’s Renaissance Man: Narrative Designer for Minority Report; Fight Club; Man of
Steel; Associate Professor, USC – School of Cinematic Arts; Visiting Artist, MIT Media Lab (Hollywood)
81. How does a character
move around the world?
Character
Journey
Character
becomes sick
Must go to
hospital
How would she
die?
Transportation
Never invented
gasoline, all
hydrogen
logistics
Mark Melnykowycz mark@idezo.ch 81
82. Physical Virtual World Building /
Prototyping
Unity 3D!
• Multi-platform Game
development
• Terrain building
• Visualization
• Integration of buildings,
people, etc.
Mark Melnykowycz mark@idezo.ch 82
83. Sketch out worlds
Physical story worlds define logic of story progression
The Hobbit Map
http://tolkiengateway.net/wiki/File:Christopher_Tolkien_-_Map_of_Wilderland.jpg
Mark Melnykowycz mark@idezo.ch 83
84. Paint terrain and topography
features
!
Add textures for grass, rock,
water, etc.
!
Add buildings, people, tanks,
etc.
Mark Melnykowycz mark@idezo.ch 84
85. Unity User Interface
Paint on topography
Load new models
Use different brushes
Load textures
Mark Melnykowycz mark@idezo.ch 85
87. Generic AR Experience
Mark Melnykowycz mark@idezo.ch
App tracks feature
in reality
Marker
Marker-less
Point-cloud
Edge-based
Content positioning
User engaged with
app
Virtual content
87
92. 92
Film Maker /
Director
Marco Gatti
AR Glass Expert
Story Tech
Sara Mautino
UX / AR coding
Mark
Melnykowycz
Visual Effects
Production
ghostsofvenice.it
93. Take users on a ghost story through Venice, mixing story elements and
93
Place Ghosts in the
Environment
ghostsofvenice.it
3D animations into the local environment
94. Film vs. App
94
C o n s u m e d b y
watching/listening
while stationary
L o c a t i o n a n d
content can be
mixed to provide
more immersive
experience
ghostsofvenice.it
95. Augmented Reality
95
Technology used to slightly
modify the perception of
the environment of the user
GPS location
Media
overlay
Envi ronment or user
triggers new actions in
the software
Image
recognition
Feature
tracking
4
Image
3
Video
2
Audio
Text 1
ghostsofvenice.it
97. Transmedia Narrative
Mark Melnykowycz mark@idezo.ch
Main point of contact between
user, story, and location
Online
Story
Hard Copy
Mobile App
Educate users of the
background stor y
before starting
Give users something
tangible, objects from
t h e gh o s t s , t h e i r
letters, etc.
97 ghostsofvenice.it
98. Story
Development
Mark Melnykowycz mark@idezo.ch
App Design
App
Development
Media
Production
How do all of these key elements
come together in the transmedia
development process?
98 ghostsofvenice.it
99. Story/App Workflow
Mark Melnykowycz mark@idezo.ch
Test/Iterate
Story App Design
Prototype
App
Development
User Experience
User Interaction
Background
stories of ghosts
How stories are
delivered
Implement UX/UI in
App Development
Production
App
99 ghostsofvenice.it
100. Story/Media Creation
Story Locations Ghosts
Mark Melnykowycz mark@idezo.ch
Choose locations
Choose trigger
elements
Background story
for each ghost
Visual Design
Casting
Filming
Post-production
Mobile
Media
Ready to
distribute on
mobile
device
Test App
Code into data
model for
viewing/testing
Production
App
100 ghostsofvenice.it
101. Transmedia Landscape
A transmedia project integrates a larger narrative across different distribution
channels, we need to develop a plan for how this would be realized
Sets the stage, gives tangibility to the
story experience, being in the same
physical place as the ghosts
App is used to view the ghosts,
to connect with the “being” the
user has learned about
Mark Melnykowycz mark@idezo.ch
Interaction
How can the story and location be interactive
with the participants? This increases the
emotional connection to the experience
The impact of seeing the ghosts comes from the
emotional connection to the story behind them
Location
Mobile App
Story Channels
Real book/diary of ghosts
Wikipedia page each individual
Artifacts of ghosts in the city/museums...what else?
Establish emotional connection and empathy to ghost
101 characters ghostsofvenice.it
103. User Walks
Through Area
User Flow
Location
Aware
Image
recognition
Event
Playing
User sees they are
in the area where
a trigger is
User searches
for physical
trigger
Location triggers
haptic/vibration on
device
Content plays
through device
ghostsofvenice.it
Mark Melnykowycz mark@idezo.ch 103
104. Alpha Mask
Overlay in video feed
Transparent background
ghostsofvenice.it 104
105. Image Recognition for
Location?
Software recognizes
specific features of the
environment
Image pre-programmed
int o the device or
queried from a server
Recognition may not be
automatic, depends on
hardware speed
ghostsofvenice.it
105
107. Changing light
conditions will impact
tracking ability
Image target not
reliable enough for
spatial location use
107 ghostsofvenice.it
108. Feature Recognition
Software recognizes
specific features of the
environment
P o i n t - c l o u d m a p
created to aid in feature
recognition
CAD or edge-based
tracking can be tested
as well
ghostsofvenice.it 108
109. Metaio Edge-based
Tracking
https://dev.metaio.com/sdk/documentation/tracking-config/optical-tracking/cad-model/
CAD model
overlay on
environment
Better in low-light
tracking scenarios
Where do I get
building CAD?
www.metaio.com
109
110. App Development Flow
110
Initial Test Functional Prototype Initial Release
Layar/Junaio
Metaio SDK
Unity
Beta App
Test the concept
of playing audio
o r v i d e o fi l e s
based on GPS
location with AR
Browser
I m p l e m e n t v i d e o
overlay concept in a
nat i v e iOS/Androi d
application, testing with
users to understand the
UX better
With a developed
s t o r y l i n e / p l o t ,
producing the full
m i x e d r e a l i t y
exper ience and
broad testing with
users
ghostsofvenice.it
111. Mobile 3D Scanning
Use 3D scan of
objects to create
CAD for model
positioning
Experiment with
3D mapping for
model positioning
Mark Melnykowycz mark@idezo.ch 111
112. Combine Person and
Environment Models
Ghosts as model
scans
Match to
environmental
features
Mark Melnykowycz mark@idezo.ch 112
113. Film Maker /
Director
Marco Gatti
AR Glass
Expert
Sara Mautino
UX / AR
Development
Mark Melnykowycz
Visual
Effects
Team
www.ghostsofvenice.it
113
115. Lost In Reality
Mobile
App Web
App
Search
Consume
Create
Share
Create
Edit
Storytelling
Social
Network
115 lostinreality.net mark@lostinreality.net
116. Francisco Campelo José Rodrigues Mark Melnykowycz Ismail Cimen
App Developer
Partner and
Story
Development
Project Lead
UX/UI
Design
UX/UI
Team
Lisbon, Portugal Zurich, Switzerland
116 lostinreality.net mark@lostinreality.net
117. People
Loca8ons Emo8ons
How can we use story to add to the
information context of locations?
117 lostinreality.net mark@lostinreality.net
118. For Storytellers
Stories
saved
Authors
can
write
loca8on
stories
on
the
web
app
Users
find
stories
based
on
loca8on
and
tags
Users
can
write
stories
on
the
mobile
app
Story
server
118 lostinreality.net mark@lostinreality.net
119. Loca8on
used
as
integral
element
of
Tourists
have
more
unique
experiences
in
new
ci8es
For Authors
Authors
can
write
loca8on
stories
on
the
web
app
Users
can
download
stories
Locals
have
new
perspec8ves
on
their
city
stories
119 lostinreality.net mark@lostinreality.net
120. For Readers
Users
search
and
access
loca8on-‐stories
on
demand
with
mobile
app
Story
elements
triggered
based
on
loca8on
in
ci8es
Context
of
stories
gives
more
value
to
loca8ons
120 lostinreality.net mark@lostinreality.net
121. Location Stories vs. Social Media
Social Networks
Context?
Location Services
Social media evolved from
blogging as faster way to
publish ideas
Social media updates are
only useful for a short time
frame
Location stories give
structure and context to
information and combats
the social media noise
“Facebook/Twitter shows
people by who they are, what
they have done and said”
Location services give an
idea of what a person can do
in a place (irregardless of
when)
“Locat ion s tor ies show
people the experience
they’ve had”
“Location stories let people
follow experiences and have
their own”
lostinreality.net mark@lostinreality.net 121
122. Mobile App Flow
Focus on location-based
storytelling
Users can create, search,
and follow location stories
Emotional engagement to
location
Primary
Goals of LIR
Smart phone application
Dashboard Story Library
Local Story Search Story Element
Story elements delivered
to user at GPS location
(triggered)
lostinreality.net
mark@lostinreality.net
122
123. Maker Web App
lostinreality.net mark@lostinreality.net 123
124. Maker Web App
lostinreality.net mark@lostinreality.net 124
125. 125
User can follow
different stories
in a city as they
walk around.
lostinreality.net mark@lostinreality.net
126. Sketching out user flows /
prototyping / product definition
User motivations
/ immersion
Mark Melnykowycz mark@idezo.ch
Building interaction /
defining app world
Technology
trends
Communication
patterns
126