{"id":545,"date":"2007-10-31T10:50:12","date_gmt":"2007-10-31T08:50:12","guid":{"rendered":"http:\/\/leapfrog.nl\/blog\/archives\/2007\/10\/31\/helping-users-retell-experiences\/"},"modified":"2007-10-31T10:50:12","modified_gmt":"2007-10-31T08:50:12","slug":"helping-users-retell-experiences","status":"publish","type":"post","link":"https:\/\/leapfrog.nl\/blog\/archives\/2007\/10\/31\/helping-users-retell-experiences\/","title":{"rendered":"Helping users retell experiences"},"content":{"rendered":"<p><a href=\"http:\/\/flickr.com\/photos\/ericrice\/68124638\/\"><img data-recalc-dims=\"1\" decoding=\"async\" class=\"article-icon\" src=\"https:\/\/i0.wp.com\/farm1.static.flickr.com\/15\/68124638_e3df2e1e8a_m.jpg?w=660\" alt=\"A frame from a Second Life machinima\" \/>\n<\/a><\/p>\n<p>I talked about <a href=\"https:\/\/leapfrog.nl\/blog\/archives\/2007\/10\/05\/play-story-and-recombination\/\">the difference between emergent and embedded narrative in games<\/a> a while ago. I also introduced <a href=\"https:\/\/leapfrog.nl\/blog\/archives\/2007\/10\/27\/beyond-useful-outline-of-my-interaction-08-talk\/\">my Interaction 08 talk<\/a> in a previous post. I&#8217;d like to now follow up with some thoughts on the storytelling that happens outside of a user&#8217;s direct interaction with a product or service &#8211; the storytelling she engages in when recounting the experience of use to other people.<\/p>\n<p>Obviously, supporting the retelling of experiences is important. After all if you&#8217;re offering a cool product or service, you want others to know about it. A passionate user is probably your best advocate. It only makes sense for you to create easy ways for her to share her experiences with others. It can also <strong>deepen<\/strong> a user&#8217;s own experience &#8211; making the product or service part of a story wherein she is kicking ass can create a positive feedback loop.<\/p>\n<p>Games have picked up on this, of course. They&#8217;ve employed numerous ways for users to retell their play-sessions. In <a href=\"http:\/\/mitpress.mit.edu\/catalog\/item\/default.asp?ttype=2&#038;tid=9802\">Rules of Play<\/a>, Salen and Zimmerman list a number of them:<\/p>\n<ol>\n<li>The <em>replay<\/em> &#8211; found in racing games for instance &#8211; literally replays the actions of the player after she completes a track, stage or level. Sometimes this is done in ways that wouldn&#8217;t be practical in the game itself<sup><a href=\"#footnote_1_545\" id=\"identifier_1_545\" class=\"footnote-link footnote-identifier-link\" title=\"For instance using different camera angles, lenses or filters for a more dramatic look.\">1<\/a><\/sup> in all cases it is done in a way that fits the feel of the game, the experience the game aims for.<\/li>\n<li>Other games take this one step further and allow players to control the view of the replay themselves. They&#8217;ll also allow users to redistribute the recording of their actions. <a href=\"http:\/\/en.wikipedia.org\/wiki\/Doom_%28video_game%29\">Doom<\/a> did this, it was called the <em>recam<\/em>.<\/li>\n<li>A logical progression is found in the <em>machinima<\/em> phenomenon, where the play of a game takes a back-seat to the retelling of play, effectively making the game a tool for personal creative expression. A famous example are the many soap opera episodes produced by players of <a href=\"http:\/\/thesims.ea.com\/\">The Sims<\/a>. <\/li>\n<li>Finally, with the advent of more embodied interactions in gaming there&#8217;s an upsurge of online videos of game-play. Having an embodied interface makes it much easier for bystanders to &#8216;read&#8217; what&#8217;s going on, effectively opening the way for play to become like performance<sup><a href=\"#footnote_2_545\" id=\"identifier_2_545\" class=\"footnote-link footnote-identifier-link\" title=\"My favorite example being this video of a couple of guys playing Guitar Hero.\">2<\/a><\/sup>.<\/li>\n<\/ol>\n<p>How does this translate to the design of user experiences in digital and physical products? I think there are a few things that are important in the retelling of experiences:<\/p>\n<ul>\n<li>The protagonist is the user, not your product. Your product or service is the enabler for the user to look cool in a story.<\/li>\n<li>The way in which you enable retelling should be well-integrated with the experience you&#8217;re aiming for. The <em>recam<\/em> made sense for <a href=\"http:\/\/en.wikipedia.org\/wiki\/Doom_%28video_game%29\">Doom<\/a> because it allowed players to boast about their achievements.<\/li>\n<li>You don&#8217;t have to create all the storytelling tools yourself. You should try to play nice with the stuff that&#8217;s already out there, such as pod-casting services, video-blogging tools, sketch-casting, photo-sharing etc.<\/li>\n<\/ul>\n<p>Have good examples of products and services that help their users tell stories about their experiences? Let me know in the comments!<\/p><ol class=\"footnotes\"><li id=\"footnote_1_545\" class=\"footnote\">For instance using different camera angles, lenses or filters for a more dramatic look.<span class=\"footnote-back-link-wrapper\"> [<a href=\"#identifier_1_545\" class=\"footnote-link footnote-back-link\">&#8617;<\/a>]<\/span><\/li><li id=\"footnote_2_545\" class=\"footnote\">My favorite example being this video of <a href=\"http:\/\/www.youtube.com\/watch?v=dVUgd8ot6BE\">a couple of guys playing Guitar Hero<\/a>.<span class=\"footnote-back-link-wrapper\"> [<a href=\"#identifier_2_545\" class=\"footnote-link footnote-back-link\">&#8617;<\/a>]<\/span><\/li><\/ol>","protected":false},"excerpt":{"rendered":"<p>I talked about the difference between emergent and embedded narrative in games a while ago. I also introduced my Interaction 08 talk in a previous post. I&#8217;d like to now follow up with some thoughts on the storytelling that happens outside of a user&#8217;s direct interaction with a product or service &#8211; the storytelling she &hellip; <a href=\"https:\/\/leapfrog.nl\/blog\/archives\/2007\/10\/31\/helping-users-retell-experiences\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">Helping users retell experiences<\/span><\/a><\/p>","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[625],"tags":[53,456,259,46,460,168,458,459,457,449,54],"class_list":["post-545","post","type-post","status-publish","format-standard","hentry","category-articles","tag-ux","tag-experiences","tag-games","tag-gaming","tag-machinima","tag-play","tag-recams","tag-replays","tag-stories","tag-storytelling","tag-user-experience"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/leapfrog.nl\/blog\/wp-json\/wp\/v2\/posts\/545","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/leapfrog.nl\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/leapfrog.nl\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/leapfrog.nl\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/leapfrog.nl\/blog\/wp-json\/wp\/v2\/comments?post=545"}],"version-history":[{"count":0,"href":"https:\/\/leapfrog.nl\/blog\/wp-json\/wp\/v2\/posts\/545\/revisions"}],"wp:attachment":[{"href":"https:\/\/leapfrog.nl\/blog\/wp-json\/wp\/v2\/media?parent=545"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/leapfrog.nl\/blog\/wp-json\/wp\/v2\/categories?post=545"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/leapfrog.nl\/blog\/wp-json\/wp\/v2\/tags?post=545"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}