Quality and Content
I have recently met Betty Sargeant whilst kickin’ around the Honours lab. She is currently researching interactive children’s literature for her PhD (e.g. demibooks), so a great resource for me to come across. Whilst chatting, she suggested I come along to a weekly study group held by Floyd Müller of Emersion Games Lab fame that discusses interactive digital media on different platforms. Sounds like it may be valuable in my journey of understanding how to devise engaging narrative journey’s within New Media.
In the below clip Betty explains that an effective narrative does not relate to it’s modality, but the quality and clarity of it’s content. This is what I am stressing the most in my research. Sure, networked systems are great in establishing new connections – creative realisations in the form of lines of flight or desire paths – but what holds a user’s interest in this interaction? It is the quality of the content. How it resonates with the user. It is all very well connecting the dots, but if the dots are monotonous or mundane to watch, what will sustain the user’s interest in experiencing the project through?
In her workshop about ethnography the other day, Anne Galloway highlighted that research is not about solving a problem, but learning something. This is of course the intent of any research task. However, many an academic research project does not translate into a piece of functional entertainment or engagement for other viewers. Often, the end product is put on a shelf or thrown in a drawer to gather dust.
I am interested in creating a product that interests people. Therefore, the quality of content – how pertinent or evocative it is – and the clarity of it’s execution – how I formulate it’s signification – are as important as how they function within a soft-assemblage.