Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems 2020
DOI: 10.1145/3313831.3376527
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Progression Maps: Conceptualizing Narrative Structure for Interaction Design Support

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Cited by 8 publications
(4 citation statements)
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“…For example, the desire to express a specific authorial intent calls for feedback at a lower level than UX. This is in part accomplished by visualizations such as those in Novella [35] and progression maps [40], but as complexity grows, more insightful views like sentiment networks, maps, timelines and dramatic arcs are also worth considering. Reviewing commonly applied narrative devices, formalisms, conventions and authoring practices might tell us which would be most useful.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…For example, the desire to express a specific authorial intent calls for feedback at a lower level than UX. This is in part accomplished by visualizations such as those in Novella [35] and progression maps [40], but as complexity grows, more insightful views like sentiment networks, maps, timelines and dramatic arcs are also worth considering. Reviewing commonly applied narrative devices, formalisms, conventions and authoring practices might tell us which would be most useful.…”
Section: Discussionmentioning
confidence: 99%
“…But these deal either with specific problems, for example structural analysis to identify dead ends or short experiences [28], or are not comprehensive in that they focus on specific aspects such as emotional experience [29]. Visualisation is an important element of mixed creation, for example [40] focuses on low level visualization of interaction design as progression maps. Similarly, [38] discusses automatic structural analysis using graph theory, and [37] suggests some low level computational metrics that show correlation with user experience dimensions.…”
Section: Related Workmentioning
confidence: 99%
“…The narrative describes a flow of activities and events during the gameplay. Several topologies describe different narratives [28,29], but they can be summed up as the linear narrative, branch narrative, quest narrative, and sandbox narrative.…”
Section: Design Of Game Narrativementioning
confidence: 99%
“…Whichever the game mechanics used, the story within a GameBook branches off, chapter per chapter, following a directed graph structure where each node represents a chapter and each arc a choice available to the reader. Each story branch can be seen as an interaction point, at which the reader/player may take action and thus influence the narrative, as seen in the "Progression Maps" model developed by Carstensdottir et al [2], just like "beats" within a story.…”
Section: Interactive Narrativementioning
confidence: 99%