Interactive Journalism - StoryDesign - Think Interactive

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Post on 15-Feb-2017




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<ul><li><p>INTERACTIVE JOURNALISM </p><p>DIFFERENT KIND OF INTERACTIONS LEAD TO DIFFERENT TECHNIQUES, WHAT IT TAKES TO CREATE AN INTERACTIVE STORY. (INTERACTIVE STORY ARCHITECTURE).</p><p> THINK INTERACTIVE</p><p>@gholubowicz |</p></li><li><p>- I - TIME TO SHARE</p><p> 2</p></li><li><p>INTERVIEW AN INTERACTIVE STORYTELLER: </p><p>WHAT DID YOU LEARN?</p><p> 3</p></li><li><p>- II - LECTURE</p><p> 4</p><p> Shaping interactive stories: Different kind of interactions lead to different techniques, what it takes to create an interactive story.</p></li><li><p>STORY (S) + DESIGN (D) = STORYTELLING (ST)</p><p> 5</p></li><li><p>USER (U) + DESIGN (D) = INTERACTIVE DESIGN (ID)</p><p> 6</p></li><li><p>(ID) + (ST) = XP DESIGN (XPD)</p><p> 7</p></li><li><p>8</p><p>INTERACTION DESIGN: INTERACTION DESIGN, IS A ONE OF A </p><p>SUBSET OF SKILLS THAT FALLS UNDER USER EXPERIENCE DESIGN</p></li><li><p>9</p></li><li><p>10</p></li><li><p>11</p></li><li><p>12</p></li><li><p>9 INTERACTION DESIGN PRINCIPLES</p><p> 13</p></li><li><p>VISIBILITY</p><p>14</p></li><li><p>REAL-WORLD MAPPING</p><p>15</p></li><li><p>CLEARLY MARKED EMERGENCY EXITS </p><p>16</p></li><li><p> CONSISTENCY</p><p>17</p></li><li><p> ERROR PREVENTION</p><p>18</p></li><li><p>RECOGNITION OVER RECALL</p><p>19</p></li><li><p>FLEXIBLE ACCELERATORS</p><p>20</p></li><li><p>MINIMALIST DESIGN</p><p>21</p></li><li><p>DOCUMENTATION</p><p>22</p></li><li><p>3 VIRTUAL DESIGN PRINCIPLES</p><p> 23</p></li><li><p>AESTHETICS</p><p>24</p></li><li><p>TYPOGRAPHY, NEGATIVE SPACE, COLOR, COMPOSITION</p><p>25</p></li><li><p>CULTURE</p><p>26</p></li><li><p>BECOME A CHIEF CONDUCTOR </p><p>(AND A MAGICIAN)</p><p> 27</p></li><li><p>The best interaction design passes unnoticed when its delivered</p><p>28</p></li><li><p>Kevin Silver, Writer for UX Matters</p><p>There are 5 elements that concern an interaction designer. </p><p>29</p></li><li><p>I - WORDS</p><p> 30</p></li><li><p>II - VISUAL REPRESENTATIONS</p><p> 31</p></li><li><p>III - PHYSICAL OBJECTS AND/OR SPACE</p><p> 32</p></li><li><p>IV- TIME</p><p> 33</p></li><li><p>V - BEHAVIOUR</p><p> 34</p></li><li><p>35</p><p>INTERACTION DESIGN IS DESIGN FOR HUMAN USE.</p></li><li><p>36</p></li><li><p>37</p></li><li><p>QUICK NOTE ON MARSHALL MCLUHAN </p><p> 38</p></li><li><p>Marshall McLuhan</p><p>Everybody experiences far more than he understands. Yet it is </p><p>experience, rather than understanding, that influences </p><p>behaviour, especially in collective matters of media and technology, </p><p>where the individual is almost inevitably unaware of their effects </p><p>upon him. </p><p>39</p></li><li><p>40</p></li><li><p>41</p></li><li><p>42</p></li><li><p>43</p></li><li><p>CONCLUSION</p><p> 44</p></li><li><p>INTERACTION DESIGN</p><p> Is based on psychology and Human to Computer design techniques </p><p> Allows to create better content adapted to the user consumption </p><p> That, itself, improves the user experience </p><p> And leads to a better reader engagement</p><p>45</p></li><li><p>- III - GROUP SESSION</p><p> 46</p></li><li><p>47</p><p>TEAM WORK</p></li><li><p>- IV - ASSIGNMENT</p><p> 48</p><p> Blog post 4: Find a disruptive technique/technology/tactic to tell a story, identify it and share how it could be applied to journalism and/or news </p><p>gathering.</p></li></ul>


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