The time it takes to make a jump (traversal time) can have a significant impact on the effectiveness of the call-to-action. Three traversal time factors have been identified (Dena, 2007): Pacing: The pacing is the amount of time that elapses between calls-to-action. Pacing can affect the user at both theContinue Reading

A user journey diagram and its accompanying notes show how a user might move through a transmedia narrative. Time is mapped on the horizontal axis and the media channel or platform is on the vertical axis. The diagram provides a clear picture of the dependencies and bridges between each componentContinue Reading

Over the past few weeks we have been looking at the first (transmedia project) and second (storyworld) level design tasks. Once work at these levels is substantially complete, it is time to move on to the next level of tasks. The third level of design tasks occurs at the storyContinue Reading

Wireframes allow designers to create the structural elements of the transmedia narrative project’s interfaces. A wireframe typically lays out the position and function of major components on web pages, applications, game scenes, and printed materials. A wireframe is an early planning document and will often be the basis for moreContinue Reading

Just as the narrative design needs to ensure users are provided with the information needed to “hook” them on the story, the interaction design must ensure that the first call-to-action a user encounters provides the appropriate amount of information to enable an effective interaction with the transmedia narrative. The entryContinue Reading