Archive for October, 2008

Alternate Viewpoints Can Stimulate New Ideas

Thursday, October 16th, 2008

Everything starts with an idea. Think about it. Paintings, cars, songs, airplane designs, companies, buildings—and even books.

Developing an idea is where work and time come into the picture. When you go with an idea, it may carry you to unknown areas, to the heights of satisfaction or to the depths of depression when you get bogged down with it.

In the superb novel, The Fountainhead, by Ann Rand, architect Howard Roark states that “the creative artist has a unique right to the original ideas he produces and develops. Others cannot make use of this creative work without agreement and compensation. What is reflected in The Fountainhead is the truth that “everything is built upon something else in creation.” Play with a single basic idea and what happens? More ideas present themselves to you.

The act of creating means to shift qualities or elements from one thing to another. Hollywood has been doing this for decades, lifting (some say stealing) a key element from an old classic film and building a new film from or around it.

The creative process takes varying amounts of time, depending upon the desired result. A book obviously takes much longer to create than an article, short story, or song. There are exceptions to this when you consider prolific authors like Barbara Cartland, Isaac Asimov and Ray Bradbury. They could turn out a new book in a week and often did so.

Creative ideas may evolve into creative problems, real puzzlers for their originators. They then require much more thought and effort to work your way through the sticky areas. Thomas Edison spent ten, twenty years, and longer on some of his creative inventions.

As writers, marketers and artists, it’s imperative that we use our creativity to link unrelated concepts in a way that allows for bold new solutions to spring up. One way to start is to look at the same thing as everyone else and then think of something different.

EXERCISE #1

Imagine that you’re a contractor for a major builder. You’ve been hired to convert a dilapidated warehouse into office space. However, there is one problem. The previous owner of the building left behind 5 million unused cotton balls.

Your assignment is to think of creative things to do with the cotton balls before the new office space is completed. List a few ideas.

EXERCISE #2

Suppose for a moment that you are a development executive at an interactive media publisher. One day, the head honcho ushers you into her office and proclaims that the company is dramatically shifting its development strategy. Due to a cash crunch, the firm will now develop innovative games based solely on properties in the public domain.

Your responsibility is to come up with some test concepts for a new title based on the nursery rhyme, Jack and Jill. Harking back to your childhood, you recount the story: Jack and Jill went up the hill to fetch a pail of water. Jack fell down and broke his crown and Jill came tumbling after. Jot down a few variations of the story.

EXERCISE #3

You’re a marketing assistant for a large manufacturer. You have been assigned a project that may help land you a promotion if completed to your employer’s satisfaction. Your mission is to come up with a list of unique names for the following new consumer products in development:

  • A hair brush that doubles as a portable telephone
  • Auto body paint that changes color every few days
  • An inflatable bicycle helmet

As you focus your creative energies on the various tasks outlined above, you may find one or more of the challenges difficult to complete. Don’t give up!

Remember to use your knowledge and experience to help stimulate extraordinary ideas. Use your wackiest thoughts and your strangest solutions to help break down the mental barriers that stand in your way. Go on. Have some fun.

So how did you do with the cotton balls in Exercise #1? What creative solutions did you come up with?

Here a few examples I thought of:

  • Stuff the cotton balls into the walls of the building (in place of standard insulation)
  • Dip the cotton balls in caramel and market them as exotic confections
  • Sell the cotton balls to an aspirin manufacturer (and pocket the cash!)
  • Make fashion accessories out of them

The cotton ball exercise demonstrates on interesting point. When cotton balls are taken out of their usual context, many more uses for the items become possible. I’m not predicting that carmel-covered cotton balls will become a candy craze anytime soon. However, when we place cotton balls in the food category, our minds can suddenly find all sorts of exotic new uses for cotton. Cotton candy anyone?

How did you do with the Jack and Jill exercise? As a development executive placed in an extraordinary situation, you have been pushed off your routine path and forced to “think of something different.” When approaching the story of Jack and Jill, one might first pose a series of questions to help formulate a new approach to a familiar set of circumstances.

Questions such as:

  • What caused Jack to fall down?
  • Why was Jack wearing a crown?
  • What caused Jill to come tumbling after?

Or perhaps alternative situations such as:

  • What if Jack and Joe went up the hill?
  • What if the hill was a pyramid instead of a hill?

By posing a few simple analytical questions and altering at least one key element familiar to our story, whole new creative ideas suddenly become possible. For example:

Jack and Jill climbed up a pyramid to fetch a golden amulet. Jill tripped Jack and he fell down. Jill snatched his crown, scooped up the amulet and was never seen in the city again.

With a little more tinkering, the concept could be expanded into a full-blown adventure game concept–– a Jack and Jill meets Torin’s Passage:

On a day that starts like any other, young Jack learns that the world he knows is about to change forever. A mysterious warlock, known only as Jillian, puts his parents under an evil spell and snatches his father’s magic crown, then vanishes into the vast labyrinth of the black pyramid. Knowing only the sound of the Jillian’s voice, Jack vows to find her, force her to relinquish his father’s crown, and release his parents from bondage. Thus begins an exciting adventure that will take Jack to the five inner worlds of the black pyramid––a world filled with danger and fantasy. Use your wits to help Jack solve many challenging riddles, as he discovers more about himself than he could ever have imagined.

How did you make out with exercise #3? Given the task of having to create unique names for new products in development, how did you fare? Write down your ideas next to the brilliant ideas I came up with:

A hair brush that doubles as portable telephone:

  • Telebrush Magic
  • Hairphone
  • Your idea?

Auto body paint that changes color every few days:

  • Mood Paint
  • Liquid Skin
  • Your idea?

An inflatable bicycle helmet:

  • Airhead
  • BrainSafe
  • Your idea?

10 Useful Definitions for Effective Change Management

Tuesday, October 14th, 2008

Did you know that successful communication is consistently cited as a critical factor for affecting successful change? The right amount of timely, meaningful and consistent communication–targeted to key stakeholders–increases understanding, adoption and commitment from those who are involved. To reach that level of buy-in, it’s important for organizational leaders to have a solid understanding of stakeholder awareness, attitudes and beliefs, expectations, readiness and openness to change–followed by communication that resonates with their needs and concerns.

Most companies want change implemented with the least resistance and with the most buy-in as possible, so communication is critical. For this to occur, change must be applied using a planned approach that addresses all relevant constituents so that conversion from one type of behavior to another organization-wide will be as smooth as possible .

According to Kathy Stershic, president of Dialog Research & Communications, a San Francisco Bay Area change management communications firm, successful change management initiatives that her company has been involved with help to “bridge the gap between where companies are and where they need to be.”

A change management project on the right track can answer challenging questions such as:

  • Do employees understand the strategic changes in your organization?
  • Is the business imperative behind key change clear, credible and accepted?
  • Are communications properly mapped to your organizational objectives?
  • Is your organization ready and aligned to support your strategy?
  • Is the message from Leadership really being heard and understood?

Stershic says that to achieve the required outcomes, it’s important to take the time to assess a company’s business requirements, bring focus to key business questions relevant to the situation, gather intelligent information, cull out key issues and insights, and then assimilate the learnings into actionable plans that address the need – whether it’s to fix a problem or to exploit an opportunity.

Here are ten useful change management definitions:

  1. Stakeholder – A person who directly or indirectly affects or can be affected by a change, in a supportive or an obstructive way. In organizational change situations, stakeholders can be a directly affected team, adjacent teams, partners, supply chain members or even customers.
  2. Change Sponsor – The person accountable for driving the change or business initiative down through their business organization. The Change Sponsor creates the vision for the end state, commits budget, resources and the time needed to remove obstacles to the project’s success. S/he determines policies/procedures that will impact the business and key stakeholders, champions the business case for change and supports the Change Agent(s). May also be called the Executive Sponsor.
  3. Change Agent – A person, usually one of several, who is responsible for making change happen. A change agent helps specific stakeholders through the change process, understanding their needs and concerns, relating the impact of the change to the stakeholders, communicating benefits and the value proposition, diagnosing problems and helping resolve issues. May also be called Change Champion.
  4. Alignment – Ensuring that competing priorities are managed to have the right focus on the change project, and that there are consequences for non-compliance. Alignment yields a common vision and direction for a change, and drives prioritization, accountability and adoption of a new end state.
  5. Change Capacity – An organization’s collective ability to accept and incorporate change. Change capacity can be increased, by increasing people’s understanding of a change and its various impacts, their commitment to it, their ability to implement it, and providing the correct infrastructure to execute change.
  6. Commitment – The state where individuals acknowledge and internalize that they share responsibility for the success or failure of a project or requirement, and they take ownership and initiative to improve processes, tools or team morale to make it happen.
  7. Change Overload – The condition of an individual or group reaching a point of diminished performance or lost effectiveness resulting from a disruptive organizational change. This may be caused by work overload, time pressures, competing priorities, loss of security and confidence, uncertainty about the future and/or the need to learn new skills.
  8. Resilience – An individual’s ability to deal effectively with pressure, recover quickly from setbacks, and remain optimistic and persistent under adversity. A person can remain resilient during a limited time period of disruptive change, but this is not sustainable unless there is ultimately a balance between personal and work demands.
  9. Workforce Readiness – Employees’ degree of openness to acceptance of a change. This is based upon their knowledge and understanding of a change initiative, their expectations about it, and the preparedness of the people and infrastructure required to successfully execute on a new end state.
  10. Communication – An interactive dialog between two or more parties; an exchange of ideas or opinions– not one-directional information push. Timely communication increases commitment and adoption rates by providing the ‘why’, ‘what’, and ‘how’ of the change – to the right people at the right time, over the duration of the change, and includes feedback loops to determine effectiveness and needed adjustments.

Dialog Research & Communications helps business leaders communicate effectively through change—blending senior business expertise with Fortune 500-proven tools for objective Stakeholder Assessment, Communications Planning and Implementation, Workforce Readiness and Change Leader Assessment. Partial client list includes Adobe, Cisco, Oracle, PeopleSoft, Red Hat, Sun Microsystems, Ford Credit and Xerox.

Contact Information:
www.dialogrc.com
kathy@kstershic.com

The Twitter Effect: How 140 Character Micro-Blogging Can BeneTweet Your Company

Tuesday, October 14th, 2008

Twitter is often described as a free micro-blogging and social networking service that you can use to send quick text messages or ‘tweets’ to friends and followers, no more than 140 characters long. While this may be a factually correct description, it only scratches the surface of how Twitter is being utilized as a revolutionary communications platform.

Since Twitter is hardware agnostic, you can access Twitter using hundreds of different devices. This flexibility is just one of the reasons the use of Twitter is spreading so fast. Anytime, anywhere accessibility means that users can tweet from anywhere–and they are! From the front lines of war zones, to sporting events, family vacations, the local conference event–anywhere you can see or do you can tweet about.

Recently a colleague of mine asked me about Twitter. He heard I was using it to conduct research, promote my blog, and provide assistance to others. “I don’t get it,” he said. “Why would anyone use Twitter? Especially a Fortune 100 company? I just don’t see how it’s useful or effective.”

I could relate to her. You see, I felt the same way only a month or so ago when I first joined Twitter. I posted a few comments, followed a few people, conducted a couple of advanced searches on topics of interest. Yawn. You mean to tell me people are tweeting about taking their children to soccer practice? Tweeting about what they are eating? Posting on topics such as gastronomical pains? Here are three sample tweets (actual Twitter posts):

  • I ate donuts all weekend
  • last day of skiing. I went crazy and shredded some mogul
  • Lunch with the new employee. I’m officially The Man now

Why on earth would I spend my valuable time sorting through thousands of comments like these concerning the mundane happenings of so many ordinary lives?

Then I started noticing other tweets like these:

  • FREE widget creation tool. http://tinyurl.com/8jplw4
  • New report shows Flash is poor choice for navigation design: http://tinyurl.com/7bp2je PS: Real world testing shows search engines can’t see the keyword buckets
  • Nice viral marketing campaign. Click through the site till you see the surprise ending! http://tinyurl.com/3bp1ju

Hmmm. Links to resources, collaborative research findings, online marketing case studies. I searched deeper and found tweets like these:

  • Wholefoods So far, we have not identified any products that contain the implicated peanut butter. We will post more details in The Whole Story shortly
  • LanceArmstrong Kicked off the LS Global Campaign today at Royal Adelaide Hospital with Premier Rann, Federal Treasurer Swann and many others. Here we go
  • DellOutlet Coupons coming for select Dell Outlet laptops & desktops! Not combinable w/ other coupons. Online only. Limit 2 PCs/customer. Expire 1/19/ 09
  • Zappos CES attendees: Intel party. For non-VIP entry say passwd “goat” at door
  • JetBlue Winter weather in the Northeast may cause delays or cancellations. Check your flight’s status at http://www.jetblue.com/flig…

Wow! Official tweets from companies, celebrities, CEO’s and even politicians. Tweets on a wide range of topics such as crisis management, news & event coverage, product discounts, networking opportunities, and even proactive customer service! With my online marketing noggin now fully engaged, I started thinking about Twitter as a strategy for a businesses or individuals looking to build their brand, increase sales, and/or create awareness. The possibilities are endless (and exciting).

As an outreach strategy, I identified eight obvious areas of focus that any person or organization could capitalize on by using Twitter:

  1. Sales & marketing
  2. Reputation management
  3. Social advocacy
  4. Crisis management
  5. Customer care / help
  6. News & event coverage
  7. Networking / employment
  8. Research & development

And how to utilize Twitter in each of the above eight areas? Here are four simple ways to engage with the Twitter.com site:

  1. Search - Use Twitter to find people, topics of interest, companies to follow, etc.
  2. Follow - Use Twitter to track all those you deem worthy of following (anytime they post, it’s added to your Twitter home page
  3. Post - Try contributing content (give advice, insights, tips, special offers, research links, event coverage, rebuttal to negative news, etc.) by either posting one tweet at a time, or better yet, tie in your blog posts and your other online contributions to Twitter automatically using FriendFeed or any number of feed services available online
  4. Interact - Customize the design of your Twitter profile, send direct messages to people and form new relationships, interact with the official Twitter blog, connect all your devices (like your Blackberry, iPhone, etc), and more!

So what are you waiting for? The best way to see for yourself how Twitter can ‘benetweet’ your company, website, blog, product or service is to dive right in and start tweeting today.

How Fresh Are Your Ideas?

Tuesday, October 14th, 2008

It can be challenging for companies to increase sales, grow market share and innovate due to once simple fact: competitors may be playing by a different set of rules.

Innovative organizations have a different way of approaching business challenges that allow them to more quickly respond to change, churn out new creative concepts, or implement technologies in ways that others cannot. They tend to approach challenges as opportunities, rather than obstacles. They look at the world, not through rose colored glasses, but differently, as though viewing a kaleidoscope of possibilities for the first time.

Albert Einstein once said that ‘problems cannot be solved by thinking within the framework in which they were created.’ How true! Smart managers have extolled the virtues of ‘thinking outside the box’ for years now, but so few seem to be able to escape the creative rut they are in.

Do the following points ring try to you?

  • You do the same things every day. Take the same route to work, read the same newspaper and listen to the same radio station in the morning
  • You spend most of your time with people from similar backgrounds
  • You rarely go out of our way to try new things, meet new people or go to new places
  • You’re so busy that you usually settle for the first good solution to a problem
  • Many of your ideas could easily be copied by our competitors

Let’s try a brief exercise to demonstrate my point. See if you can guess what type of vehicle each of these people drive.

Perhaps you ‘guessed’ the man drove a Lexus, the woman in the center a Prius hybrid and the asian woman a Mercedes?

The ‘right’ answer is inconsequential. What is important is how your mind came to its decision about which car belonged to which person. Logically, we know that people can choose any type of car they want—or they may own several vehicles. But our brains still look for clues, tips and direction based on our past experiences. Our best guesses are made automatically, influenced by patterns and memories in our brains. We leap to assumptions when there may be no proof to back up our first impressions.

Likewise in business, we often make decision based on assumptions on our products, competitors and consumer needs that are not based in fact. That’s why objective research is so important to a company’s long-term success. The same can be said for creative efforts to get our staffs to think differently. It’s one thing to request unique ideas in a staff meeting. But if your team is running on the same familiar corporate treadmill day after day, it’s doubtful that too many innovative concepts will sprout up and blossom from within.

If you agree your ideas are more incremental than revolutionary, then it’s time to figure out what to do about it. Ready to learn how to stimulate new thinking by utilizing some helpful tools, group exercises and creative best practices? Click on each of these previous articles for some free advice.

Alter Your Perspective to View the World in a New Light

Alternate Viewpoints Can Stimulate New Ideas

5 Solution Sketching Tips for Solving Problems

The Art of Negotiation: Preparation Makes Perfect

Saturday, October 11th, 2008

It’s been said that preparation is perhaps the single most important part of successful negotiations. To that end, here are three PDF worksheets to help make your next negotiation your most successful yet:

  1. Successful negotiating tips
  2. Negotiation preparation worksheet
  3. Your personal negotiation checklist

What is Sequential (Linear) Interactive Structure?

Monday, October 6th, 2008

Sequential structure is the basic building block of both interactive and linear media projects. User navigation follows a strictly defined procedural path— one node after another. A user cannot jump from node A to node C, for example, without having first traversed node B.

Sequential structureAlthough sequential structure is built into the design scheme of practically every new media application ever produced, it is often not talked about. That’s because, for most interactive projects, linear structure is not the primary design structure used in the application; it’s simply an underlying design system that keeps things moving along (see image).

In the early days of multimedia (late eighties to early nineties), sequential structure was used quite heavily in projects such as electronic books and multimedia novels. The Voyager Company published many of these self-label “expanded books,” titles such as Douglas Adams’s Hitchhiker’s Guide to the Galaxy, Herman Melville’s Moby Dick, and The Complete Annotated Alice based on the Lewis Carroll stories.

Electronic books (“e-books”) helped to redefine the boundaries of the printed word. Writers and publishers were able to create works of fiction or nonfiction that their predecessors only dreamed of. Electronic books enhanced the standard text by adding elements such as images, sound, and animation.

In 1991, the first stages of the 3-D graphic novel Sinkha were put into production by noted Italian science-fiction illustrator Marco Patrito and his production team, Virtual Views. Sinkha was a labor of love that was created over a five-year period on a shoestring budget. Upon its final release, the title won the 1996 New Media Invision award for Best Electronic Book and was hailed as an idyllic mesh of art and fiction.

Sinkha stood out from every other e-book on the market because it was neither book, feature film, nor game. It was truly something different—the first 3-D multimedia novel—as its press kit proudly proclaimed. Tens of thousands of hours went into creating the title and the result is a beautifully rendered graphical environment unlike anything you have ever seen. The artwork in Sinkha has been compared to the quality images found in mainstream games such as Myst and The Journeyman Project.

The central story of Sinkha concerns the character Hyleyn, who wishes to leave home in search of adventure. She hooks up with the Sinkha, a godlike race of creatures who seduce her into their magical, synthetic environments. Hyleyn’s enchanters soon become her captors and the race is on to see who will prevail the innocent girl torn away from her family or the dark forces of the Sinkha. To advance Sinkha’s story, the user is required to click an icon to turn each “page.” This limited user interaction triggers new pages of text, mood-altering music, and a poetic dance of photo-realistic 3-D images to appear onscreen. Since the images are basically static (no animation or QuickTime movies in this title), users are drawn into the images in a search for deeper meaning. The end result is a user experience more like browsing pictures

Five Key Components to Webifying an Organization

Friday, October 3rd, 2008

In their 1993 editorial essay “Where are the Theories for the New Organizational Forms?,” R.L. Daft and A.Y. Lewin forewarned us about technology’s impact on the corporation when they wrote “Computer-mediated communication technology is becoming the backbone of many organizations, supplanting the formal hierarchical structure to achieve coordination and manage relationships within and between organizations.”1  These writers were speaking to the impact technology has had on businesses prior to the pervasive adoption of the Internet.  The Web further compounds the complexities of these new organizational dynamics.

Many businesses will face an uphill battle in their attempt to alter the status quo.  That’s because existing organizations are stitched together like fine tapestries –– every piece of thread is unique, yet each holds its place in relation to the whole.  If a thread were to come loose, there is a real threat that the fabric will unravel.  That’s one of the reasons why executive management is so indecisive about the Web.  They are not quite sure what to make it –– is it a thread, a tapestry, a sewing machine or textile factory?  But businesses do know one thing:  the Web will have an impact on their business and their organization which must be dealt with.

Businesses aspiring to “webify” their efforts will face tough decisions about how far they want to integrate the Web into their companies.  Fundamentally there are five key components to webifying an organization:

  1. Empowering, educating, and energizing executive management to lead the Web initiative
  2. Transforming the hierarchical organizational structure to a system of multi-directional, interconnected alliances
  3. Developing employee skills sets to be Web savvy
  4. Changing the way programs are funded
  5. Measuring performance based on new metrics

Business Zen (7 Simple Insights)

Thursday, October 2nd, 2008

1. Differentiate yourself from your competitors (if you can’t, you are only selling an alternative)
2. Create viable products or solutions (passion for a product or service is instantly recognizable and highly contagious)
3. Keep in touch with old friends and business colleagues (and never burn bridges)
4. Focus on target markets (niche markets are less saturated and are usually more open to new ideas)
5. Join a business organization and network (what better way to bond with someone new than to size them up and shake their hand?)
6. Give something back to your community (good deeds are rewarded eventually)
7. Fulfill your promises / follow up on what you say you’ll do (some day you will move on to ther things but your reputation will follow you wherever you go)

Writing For the Small Screen: Interactive Screenplays

Wednesday, October 1st, 2008

Ready for a blast from the past? The following interview of Jon Samsel was conducted by American Writers Review and published in the July 1997 edition, Volume Two, Number Four.

Screenwriters are always interested in finding new mediums to work in, and the history of screenwriting illustrates this fact. First, it was plays. After plays, writers turned to radio. They moved from radio to movies, and from movies to television. At that point, it seemed as though the screenwriter could paraphrase those famous last words of Alexander the Great: “There are no media left to conquer.” Thank goodness the personal computer boom of the mid 80’s proved that sentiment to be untrue.

Today, interactive writing–”writing for the small computer screens,”–is a bustling market, and one that welcomes creative writers who understand the requirements of this highly specialized medium. AWR enlisted the aid of Jon Samsel, editor of the highly-acclaimed Multimedia Directory and co-author of the Interactive Writer’s Handbook (written with Darryl Wimberley), frequent conference speaker, in helping you understand what it takes to become an interactive writer.

A former agent and casting director, Samsel broke into multimedia in 1993. “Another agent friend of mine and I quit our jobs at the same time and formed a company,” he says. “All we knew was that we wanted to be involved with multimedia, but neither of us was a programmer or a graphic designer. We were writers and entrepreneuers. ” However, he and his business partner soon saw a need, and capitalized on it. We realized that the industry needed some sort of how-to or business publication that would help people like us make the transition into the multimedia industry. We came up with the Multimedia Directory as a means of answering the basic questions every newcomer had: Where are the multimedia companies located? What types of projects are they working on? How does multimedia get created?

In the beginning, writers weren’t often involved with creating interactive games. Instead, the people who coded the programs were also writing the stories. “These technical folk had been relegated to creating everything themselves,” Samsel explains. “Look at the first generation multimedia CD-ROM games. Visually, they are stunning, but from a structural standpoint, the character and plot development left a lot to be desired. So Darryl Wimberley and I wrote the Interactive Writer’s Handbook as a bridge between the technical culture and the creative culture.” In addition, “We tried to give some guidance not only to writers interested in this medium, but also to technical/business people–programmers and producers–who weren’t used to working with writers from the outside.”

Begin the Begine

Of course, like any other writing endeavor, the key to success in interactive writing lies in getting started. But how? Samsel says “That the most-often asked question at the seminars and conference where I speak. And the question I pose to them most often is, ‘Why does your story need t be told interactively?’ Just because the technology exists to tell your tale interactively, that doesn’t mean it should be told that way. It’s not a comment meant to discourage people, it’s meant to make them examine the foundations of interactive structure in order to discover why and how their story becomes a more compelling experience if told interactively.”

Before going any further, it’s important to define what Samsel means by the term interactive story. “It’s simple,” he says. “What I mean by the term is a story that requires feedback, interpretation and vision from its audience. Too many readers make the mistake of attempting to tell an interactive story that doesn’t need to be told interactively.”

As a guideline as to what works interactively and what doesn’t, Samsel draws a comparison between the interactive story and the bedtime story. “What happens in most modern storytelling media is that the writer is separated from his audience. He creates an experience, be it a book or screenplay, and the audience passively reacts to it. Readers visualize the beginning, middle and end based on what the writer presents to them. They interpret the characters, plot and resolution in a way that’s been predetermined by the writer. This is the normal way readers experience a traditional linear story.”

But take the classic bedtime story experience, where the adult reader sits with a child who listens as the adult begins to read a traditional, linear story. What happens? The child almost always interupts the narrative to ask questions: Who is that? Why did they do that? Let’s try this. What happens if that happens? These questions stimulate an interaction between story and teller– and between reader and listener. The storyteller is compeled to accommodate the child’s spin-offs of the linear narrative, as well as drill downs in the material. What happens is that, through their interaction, the story-teller and the child create a new story. That’s the difference in interactivity: the audience becomes a co-creator of an experience, he explains.

While that may sound exciting, it’s not easy. “The hard part for the writer is in deciding how the story will accommodate user choice,” he says. “That’s the sticky part. The audience can’t select a choice the writer hasn’t already created and embedded into the program. The reality of interactive writing is that the writer must build a predefined amount of choice into the ‘world’ of his story. Success lies in understanding what works well interactively– and applying your skills to that form.”

One, Two, Three

As any regular reader of AWR can tell you, the modern standard format for screenplays is the basic three-act structure: beginning, middle and end. But does it work well in Interactive writing? “There is a reason why three-act is still in use today,” says Samsel. “It’s because it works. How it’s used in interactive writing depends on the type of interactive piece you’re putting together. It won’t work too well for a shoot em up game or other non-narrative programs. But in a narrative entertainment game like Sony ImageSoft’s Johnny Mnemonic, three-act structure is purposely built into the game, even though elements were modified to accommodate variations to the classic three-act model. In an interactive narrative, three-act structure is crucial.”

Assuming the writer has a storyline that will work well in an interactive context, the first consideration, after user choice, is audience. Samsel explains, “You have to ask yourself, ‘What is my purpose? Who is my audience?’ For example, the aims and interactions of a children’s interactive storybook would be very different from those of a teen-to-adult focused interactive mystery game,” he says. “In one, the aim is to teach the child life lessons while allowing her to experience language, colors, sounds and textures. In the other, you are allowing an adult or teenager to encounter and engage in provacative scenarios whereby he or she can explore alternative storylines, influence the pace and settings, assume to role of various characters, and the like.

Swim in the Deep End

It always helps the writer to come to a clear understanding of a medium’s potential before he dives into writing for that medium. “My next step,” says Samsel, “would be to sit down and experience various interactive programs– games, e-storybooks, a kiosk at a museum, etc. Make sure you try some genres and categories similar to the interactive project you hope to create. Take time to try and examine how the writers and designers structured the those interactive experiences, analyzing what works and what doesn’t. Brainstorm ways to improve on that structural model. Or consider alternatives. If you fancy yourself writing interactive games, but you have not taken the time to play dozens of them, you’ll find yourself at a serious disadvanatge because there are writings out there who have played hundreds of games– and one day you may be competing with them for a writing assignment.”

Doesn’t he worry that this approach might limit a writer’s creativity, or allow a writer to mimic what someone else has done? “Not really,” he says. “The hard truth about writing, even in an arena as new as interactive writing, is that every story is an iteration of something that’s already been done before. It’s a silly argument. You’re better off focusing your energies on making your project as engaging and exciting for the player as possible. Compelling content that sucks in the player as a participant is what interactivity is all about. And in order to do that, writer’s must put themselves in the player’s position. If that perspective can be integrated into the project design, you’re more likely to have a successful interactive experience.”

Playing the games, exploring the kiosks and clicking your way through a children’s e-storybook also introduces the writer to the technical aspects of the project. Programming accomplishments and special effect wizardry is as important to the interactive experience and the small screen as it is to Hollywood features on the big screen. But there is a big difference, Samsel says: The interactive market presents writers with the chance to exert more control over the creative input than traditional screenwriting. “In Hollywood, once a script is sold, the writer is generally out of the loop and it’s the director who takes on the task of interpreting the story for the screen. The only option for a writer frustrated by the lack of creative control over his property is to become a writer-director,” he says. “In the interactive multimedia industry, writer’s don’t typically turn in a script when it’s complete and walk away from the project. There’s an entire next stage of the project where the writer can define the parameters of the worlds, push the level of interactivity, fully flush out your characters, define player choice and action, impact the narrative flow–which all require the writer’s involvement. It’s a much deeper role, and it serves to increase the writer’s value to the success of the overall project.”

Samsel says that the A-list writers in interactive media are a much sought-after commodity– since there are so few writers today with much experience in this new realm. “Interactive production companies and game studios are looking for writers who can deliver a fresh perspective, claims Samsel. “It helps if the writer understands enough about the current technologies and standards to suggest design improvements or narrative strategies that take advantage of those capabilities. When the head of a gaming company receives a proposal for a new interactive project, and she’s convinced the writer can churn out a comprehensive interactive script and design document, but also has a solid grasp of the underlying technology platforms and creative applications, she’s immediately impressed. She knows she’s found a writer who gets it.”

Purposeful Planning

A good motto for interactive writers is this: Failing to plan is planning to fail. “That’s the biggest trap for the beginning interactive writer,” says Samsel. “When they commence a project without being sure of the goal, they are asking for trouble. Interactive writing can be seductive, and writers must control the urge to build more and more elements into the mix simply because they can. Giving in to that urge may result in a project that goes everywhere and nowhere– from a player point of view. many writers try to make their goal a top of mind item and let it guide their writing. This can help writers focus on developing interactive elements essential to accomplishing their goal.”

Part of the problem with planning can be attributed to the nature of the beast. “In the early days of interactive writing, the goal was to pack CD-ROM’s with as many hours of gameplay as possible. Thirty hours of total user gameplay was not uncommon. No one stopped to ask whether this was a good thing from the player point of view. Sure, maybe two percent of hardcore gamers loved that an interactive title was packed with 30 hours of mindboggling clicks and visuals, but to the average player, this was wasted cresativity because they would never play the game long enough to experience most of the content. Can you imagine the hours of writing and programming that went into a game experience that most users would never see? What a waste. But if the goal of the project was to wow the critic and the game geeks, the title stood a chance at succeeding. In the future, don’t be surprised if gameplay is shortened into smaller increments or episodes that are easier for players to consume and enjoy.”

One aspect of writing for the interactive market that makes it different from many other kinds of writing is the writers dual role as writer and user. “There’s no way to be successful in this field without stepping into both roles,” claims Samsel. “Both are demanding, and the interactive writer should be sure both perspectives get equal time on a multimedia project. Yes, the writing itself (and everything that entails such as story, plot, character development, etc.) is critical. But so is the player experience. Release that childlike sense of wonder within and explore as many interactive worlds as possible. Then watch your writing grow.”

Take Jon Samsel’s advice. Play on– and write on!

Vary the Lengths of Your Chapters

Wednesday, October 1st, 2008

Never forget that all readers are human. Give them some variety in the length of your chapters. Don’t follow a long one with too many others of the same length. Break up the pace now and then.

If properly placed in a book, short chapters provide relief and help the readers feel that they are making progress in finishing the book. No reader likes to feel that reading is a chore. In other words, make the reading journey as easy and clear as possible.

Readers often take a rest or refreshment break after finishing a chapter. If many of your chapters are too long, your readers may have to stop in the middle or end of a page in order to take their breaks.

Most people enjoy variety in the books they read. No author can ever be certain that those who buy a book will read it straight through at one sitting. It’s nice to think that at least some people might do so. But reading habits, along with comprehension levels, differ. So help the reader along with variety in your chapter length, style, and presentation.

The Groundhog Day Phenomenon: A Lesson in Customer Convenience

Wednesday, October 1st, 2008

The article was written by Jon Samsel and first published in Buttom Up—The Magazine for the High-Tech Start-Up, in May 1999, when forward-thinking Fortune 500 companies had buttons like this on their websites.

The Groundhog Day Phenomenon: A Lesson in Customer Convenience

If we can assume that online customers demand something more from a company doing business on the web, why is it that so many companies put so little effort into getting to know what their online customers need? What’s so hard about identifying a site visitor, listen to what they have to say about conducting transactions online, and delivering an online experience that meets those expectations?

Two words explain this phenomenon—power shift. Most companies till placate their customers rather than rather than treating them like business partners. That’s understandable. Businesses are not used to interacting with their constituents any other way. But technology has empowered the consumer to interact with a company across many mediums in ways they have always wanted to. This shift in power from companies making decisions about what’s best for a customer to customers demanding that role for themselves makes an online transaction much different from the same experience occurring offline. Old venues push, sell or haggle to preserve some control over the customer’s impulses, questions or anxieties. In a connected economy, businesses respond to customers’ desire for information, then enable rather than control the eventual interaction.

This doesn’t mean that companies like Intel need to dismantle its manufacturing plants, or Barnes and Noble its bookstores. It does mean they need to respond to customer’s desires to also have access to products and services online.  Consumers do show strong preferences for conducting certain transactions—like buying books or computer equipment—or conducting other business such as procuring office products, paying bills, trading securities, or booking travel tickets—electronically, rather than in person or over the telephone. Electronic commerce and online self service enables individuals to do what they want, when they want to. It makes things convenient.

Convenience seems to be a consistently underrated commodity. One reason that very sophisticated businesses have underestimated the appeal of the internet is that they do not fully appreciate the value of convenience. Consumers who prefer online interaction do so largely because it takes less time to do than do alternative venues. They also enjoy the 24/7 storefront aspect of ‘anytime-anywhere’ web service. And as the internet evolves, web sites will become even more user-friendly, allowing consumers to spend their time even more efficiently and effectively than with offline mechanisms.

In the 1993 feature film comedy Groundhog Day, Bill Murray plays a reporter named Phil Connors who travels to small-town America–Punxsutawney, PA.—to do a story on the infamous Punxsutawney Phil, an overweight groundhog who every year informs the nation whether or not spring will arrive early. Connors reports on the story and somehow manages to survive the day. But something strange happens during the night. Upon awakening the next morning, he discovers that it’s Groundhog Day all over again. It seems he’s trapped in some type of time warp where he’s forced to relive the same day over and over. Each day, the townspeople greet Connors as if he were a stranger, even though the man spent time chatting and interacting with them the previous day. The redundant, interpersonal exchanges aggravate Connors to no end—turning him into a frustrated, angry and suicidal man.

Many of today’s businesses are doing the same things to their customers—they treat them like strangers. This only serves to alienate, frustrate and inconvenience them.

Let’s take this real-world story for example. Our tale begins with a woman who walks into a bank and tells the new accounts manager she’d like to take out a loan. The manager asks the woman to fill out a loan application (a legal-length document that takes her fifteen minutes to complete. Even though the woman has been a customer of the bank for over 10 years and all her personal information is on file already, the woman has no choice but to complete the paperwork. The woman is then told that the bank will call her once it’s had a chance to process and review her loan request. The manager and the woman shake hands and the woman exits the bank.

Instead of waiting for her bank to call, the woman decides to log onto an online bank where she submits an electronic loan application that takes her only a few minutes to complete. The online bank doesn’t need the woman to submit a 10 page application because it has developed an e-commerce engine that pings various third-party databases to append data automatically to the woman’s profile. With little effort, the online bank has just provided the woman with higher customer service than the bank she’s been doing business with for the past 10 years. And, seconds after submitting her online loan request, the woman receives two replies—one via email and one via text message on her iPhone—her loan has been approved! The woman accepts the loan terms with the click of a mouse and the funds are wired into her bank account within a few days.

One week later, the woman gets a call from her regular bank. “I’m happy to inform you,” offers the cheery manager, “that your loan has been approved.”

The woman replies rather dramatically. “I’m happy to inform you that you’re no longer my bank.”

This good humored anecdote is meant to drive home a point. As the internet decentralizes brick-and-mortar industries such as insurance, financial services, travel and real estate—in additional to lines of business such as marketing, sales, manufacturing and distribution—businesses must adapt to the growing expectations of their customers if they hope to keep them. The internet has forever changed what people expect from companies they do business with. Consumers can now demand that businesses treat them more like partners rather than pawns in a rigid, inflexible relationship.

In Groundhog Day, Bill Murray’s character vents his frustration in a way which mirrors customers stuck doing business with companies who still don’t ‘get’ the internet.

“What would you do,” Connor asks, “if you were stuck in one place and every day was exactly the same, and nothing that you did mattered?” It’s a quote from a movie but it could easily be attributed to a frustrated bank customer, a novice home buyer, an angry computer purchaser, or a befuddled insurance shopper.

The Groundhog Day phenomenon—treating customers the same old way, day after day—is a losing proposition. Businesses who insist on managing their patrons and prospects in this manor risk losing the one commodity they’ve always counted on—consumers without choices.