“Interactive Narratives: Creating the Future of Literature” Accepted to SXSW!

"Interactive Narratives: Creating the Future of Literature" Accepted to SXSWThe panel  was 1 of 200 of the 2500 proposed sessions to make the selection for SXSW 2011.  As you can imagine, I am elated to see a panel about literature make a selective cut at such a high-profile conference—and be included in a list of panels about things like branding, Semantic Web, Augmented Reality, and Mobile App Development.  That I will be presenting alongside people from leading digital agencies and companies like Google, Yahoo, and Microsoft further validates the importance of this topic in the digital landscape.

Thank you to everyone who offered support and voted for the panel.  Hope to see you in Austin!

Here’s the panel.

Here’s the full list of panels.



Boards Magazine – Augmented Reality Experience

This application of Augmented Reality, developed for Boards Magazine by Theo Watson, Emily Gobeille, and Nexus Productions, continues to stand out to me for the way AR is used to create a detailed fictionalized world that the user can actually explore, simply by moving the magazine cover.

Other magazines have employed AR to augment their print content—one of the more recent examples was Esquire’s 2009 Best and Brightest issue.  But using AR simply to augment print content leads to one of the great constraints of the technology: AR can augment an existing piece of material or content, but then nothing more happens.  This limitation can often make the technology feel like nothing more than a gimmick.

But this Boards Magazine cover breaks free of those constraints.  Here, AR doesn’t just augment other content. Instead, it creates a new world and enables the user to experience that world.

Download the software and cover here.

The World Cup, Facebook, and The New York Times

During the World Cup, the New York Times tracked Facebook data that measured, on a daily basis, the number of times users mentioned top world cup players in their profile posts.  The results of the data are displayed via visual images of the players, which grow or shrink depending upon the number of times users mentioned their names.

The application demonstrates the unique way that data and interactive technology can enable story-telling.  In this instance, user-generated content is used to tell the narrative of a global audience’s interaction with a global sporting event over a month-long period.

Very Raunchy. Very French. And Very Interactive.

Teamgeist – an Interactive Soccer Story

In preparation for the 2010 World Cup, Aididas launched Teamgeist (roughly meaning “Team Spirit.”), an interactive story and soccer game. The German national soccer team has lost its identity.  To reclaim it, the user must replay  Germany’s World Cup Final matches against Hungary (’54),  Holland (’74), and Argentina (’90).    Using powerful dark and light imagery, the game creates an ominous world where hope and unity must overcome fear and loss.

RTL Augments its Annual Report

RTL, a leading European entertainment network, used Augmented Reality to make its annual report an interactive experience.  Viewers of the report can actual experience the company’s annual highlights rather than just read about them.

Witness the Destruction in Port-Au-Prince

Image of the destruction in Port-Au-Prince

The New York Times consistently excels at using interactive functionality to engage users in stories.  This is one of the best examples I’ve seen:  two satellite photos, one interactive feature.  The result:  a comprehensive story of the Destruction in Port-Au-Prince, controlled by the user.