Due to the rising number of multi-modal devices and the higher number of messages being conveyed across several channels, designers now have a key role as mediators. Indeed, they must bring different social contexts together in mutual understanding. In a mediascape designers play a dual role; as story listeners they collect stories from audience and repertoires and as storytellers they organise these stories into experiences. Beginning with these assumptions (and in accordance with theories and projects developed over a number of years), this research aims to determine a new form of literacy that allows communication projects to be developed that rethink the participatory process and merge different languages, media, technologies. The evolution of social interconnections through digital technologies has emerged from a phenomenological approach to contemporary mediascape. Such that, multi-channel structures have become increasingly important and completely changed the role of the audience, this in turn has allowed for the development of widespread creativity through collaborative creation and the collective consumption of narrative worlds. With a focus on the domains of media studies and design research, the core topic of this research is multi-channelled structures. These structures are able to foster the sharing of meaning-making processes between producers and audiences and shape society and influence media habits through storytelling, story listening and engagement. The research also focuses on transmedia, a phenomenon concerned with the building of a story universe through different channels to enhance the role of the audience. It is a socially understandable paradigm, the growth of which requires special skills and teamwork. It is hypothesised that transmedia practice is a procedure that could address the issue of contemporary complexity through a phenomenological approach to the coeval reality. A cultural paradigm was focused on to allow people to become aware of the prominent role played in the contemporary mediascape and emphasis was also placed on the storyteller’s ability to support multiple points-of-view. Transmedia is a phenomenon that allows audiences to participate in the meaning-making process and changes the relationship between the mainstream media and participatory culture. Thus, this work starts from the assumption that, because of story-building processes capable of fostering audience engagement, activating collaboration among peers and social innovation, transmedia can sustain local communities in the development of on-line and off-line interactions. Transmedia can be described as a practice made up of tacit knowledge that people work with in an intuitive manner and that follows a ‘learning by doing’ approach (which hails from a Renaissance studio model recovered from the design field). A literature review revealed that there is a lack of sharing practices in transmedia project development. Thus, it is clearly necessary to identify interpretative models and guidelines for its design. This research aims to identify the main features of transmedia projects to build a glossary that can be shared and that will contribute to the development of a useful tool for transmedia practices. Such an instrument could become a conceptual and operational tool for the designing story world, not only for big Hollywood productions, but also for everyday scenarios. Based on a necessity to understand how aesthetic and economic issues work together within the design of complex story world, a conceptual and operational tool (Transmedia Design Framework) was developed that combines two layers: Conceptual Framework and Transmedia Building Model. The former, Conceptual Framework, aims to sustain the comprehension of complex phenomena. It intertwines the key features of transmedia projects together with the six elements of Aristotle’s poetics. These qualitative elements structure a drama like an ‘organic whole’ and were translated for the Human Computer Interaction by Brenda Laurel in Computers as Theatre (1991) as: action, character, thought, language, melody (pattern) and spectacle (enactment). This research in turn defines the five concepts of the conceptual framework as: story world, content, media, engagement and context. The latter, Transmedia Building Model, suggests guidelines, tools and an on-line platform for the development of a transmedia project within multidisciplinary teams. Specifically, a model constituted of four main sections for the activation of an iterative design process, each of which requires specific skills. The four sections are: story world, narrative context, functional specification and production specification. The building and the validation of the Transmedia Design Framework intertwined the experimentation of transmedia practice at a local level within the Plug Social TV project (www.facebook.com/plugsocialtv), which was activated in a peripheral urban area in Milan (specifically, in the Bovisa and Dergano districts). Since 2013, final year students of the Masters of Communication Design programme (School of Design, Politecnico di Milano) were guided by my research group (ImagisLab) in the management of web-based television and in the design of transmedia television content. This experience was essential to fully understand the underlying processes in the development of multi-channel projects. Indeed, observing, monitoring and revising the students’ work was fundamental to the development and exploration of insights and hypotheses about the construction of the Transmedia Design Framework. In light of the feedback obtained from students, this conceptual and operational tool is in the process of being refined, not only for those who already have experience in designing transmedia experiences, but also for those who are new to the field. Plug Social TV is web television that makes use of social media to produce content that aims to test and verify the ability of stories of local interest to activate self-representation and self-narration and fosters a dialogue in a neighbourhood among its different inhabitants. In fact, in these Milan districts dual personalities exist. Formerly industrial areas, these districts are now populated by a mix of older workers, artisans, foreign citizens, and engineering, architecture and design students attending at Politecnico di Milano. Approximately one hundred students and thirty members of the local community have tested Plug Social TV and the potential of transmedia systems in a specific local area, outside the entertainment market and mainstream productions.
Vivere in una società sempre più complessa e caratterizzata da una proliferazione di messaggi veicolati tramite dispositivi tecnologici e concettuali multicanali e multimodali, fa sì che si delinei la necessità di un progettista capace di controllare e governare saldamente la compresenza di molteplici fattori sfruttando gli strumenti che derivano dalla sua pratica. In questo caso il designer della comunicazione, inteso come mediatore e agente di scambio sociale, diventa centrale per affrontare i problemi di comprensione, accesso all’informazione e ai “segmenti di esperienza”, comportandosi come story-listener e story-teller. Partendo da queste premesse, emerge la necessità di una forma di alfabetizzazione alla creazione di progetti comunicativi complessi che prevedono la contaminazione di linguaggi diversi, canali multipli, tecnologie simultanee e la partecipazione delle audience. Date le modifiche nelle abitudini di fruizione mediale delle audience, una visione del reale sempre più digitale e l’aumento della diffusione delle pratiche di coinvolgimento, è chiaro come una risposta non può che essere l’assunzione di un approccio basato su storytelling, storylistening ed engagement come forze trainanti per l’innovazione. L’ipotesi portata avanti in questa tesi è che la pratica transmediale può essere un approccio possibile alla complessità contemporanea. Un fenomeno che incarna tutte le caratteristiche richieste ai nuovi modelli di comunicazione, testimoniando come sono cambiati i modi in cui le audience pensano il proprio rapporto con i media. Il paradigma multicanale, in generale, e la transmedialità in particolare, focalizzandosi sulla capacità dello storytelling di supportare molteplici punti di vista, permettono alle persone di partecipare ai processi di creazione e significazione dei contenuti, comportando una variazione del rapporto tra i grandi media (top-down) e la cultura partecipativa (bottom-up). L’idea è quella di usare la transmedialità per supportare le comunità locali nello sviluppo di interazioni che possono essere on-line e off-line. Sviluppare dei progetti che, basandosi sulla creazione e la gestione di mondi narrativi complessi, possono generare un forte coinvolgimento delle audience e avere di conseguenza una ricaduta concreta sulle comunità locali. Sistemi transmediali in cui la creazione di mondi narrativi permette di mettere in scena valori e argomenti condivisi e universali, capaci di attivare innovazione sociale, processi partecipativi e collaborativi. La transmedialità è una pratica costituita da conoscenza tacita, con professionisti di grande esperienza che hanno e stanno operando secondo un sapere non esplicito e mutuato dalla tradizione. Motivo per cui il processo di progettazione di mondi narrativi complessi e della loro distribuzione su molteplici canali non è stato normato, ma segue un approccio di learning by doing: l’imparare attraverso il fare tipico delle botteghe rinascimentali, recuperato dal campo del design. Se si vogliono applicare le potenzialità di questa disciplina ad altre aree rispetto a quelle classiche dell’intrattenimento, è necessario sviluppare un modello su di una prassi progettuale che deriva dal mondo del lavoro: ovvero identificare degli strumenti interpretativi e delle linee guida per la sua progettazione. L’obiettivo di questo lavoro, infatti, è quello di sviluppare uno strumento utile per coloro che vogliono progettare mondi narrativi coinvolgenti non solo all’interno delle produzioni e dei grandi budget di cui beneficiano il mercato dell’intrattenimento e i grandi editori, ma anche a livello locale con i limiti dello scenario quotidiano. Partendo dalla necessità di comprendere come le questioni economiche ed estetiche si relazionano all’interno della progettazione di mondi narrativi complessi, l’obiettivo è lo sviluppo di uno strumento concettuale e operativo che ho chiamato Transmedia Design Framework e che si compone di due livelli: Conceptual Framework e Transmedia Building Model. Il framework concettuale assolve alla necessità di comprensione di un qualsiasi fenomeno complesso ed è stato ottenuto intrecciando gli elementi di base dei sistemi transmediali, con i sei elementi della poetica di Aristotele tradotti nel 1991 per la Human Computer Interaction da Brenda Laurel in Computer as Theatre (action, character, thought, language, melody-pattern, spectacle-enactment). Questo mi ha permesso di individuare i cinque concetti che strutturano il framework concettuale: mondo narrativo (storyworld), contenuto (content), media, engagement, contesto (context). Il Transmedia Building Model, invece, assolve alla necessità di avere delle linee guida per la pratica transmediale condivisibili all’interno di team di lavoro eterogenei. Un modello che si compone di quattro sezioni principali a supporto di un processo progettuale iterativo, ognuna delle quali richiede delle competenze specifiche ricoperte dalle abilità peculiari dei componenti di un team multidisciplinare, e per le quali si identificano degli strumenti e delle piattaforme online che ne possono supportare lo sviluppo: mondo narrativo (Storyworld), Contesto narrativo (Narrative context), Specifiche funzionali (Functional specification), Specifiche Produttive (Production specification). La costruzione e la validazione del Transmedia Design Framework proposto sono state svolte parallelamente alla sperimentazione della pratica transmediale a livello locale nel progetto Plug Social TV (www.facebook.com/plugsocialtv), attivato in due quartieri periferici della città di Milano: Dergano e Bovisa. Da due anni, infatti, gli studenti dell’ultimo anno di laurea magistrale in Design della Comunicazione della Scuola del Design, guidati dal team di ricerca di cui faccio parte (ImagisLab), sono coinvolti nella gestione di una televisione web basata su canali digitali e social media, e nella progettazione dei suoi contenuti in ottica transmediale. Plug Social TV è una televisione online che utilizza i social media come canali primari di diffusione e condivisione di narrazioni, il cui obiettivo è la sperimentazione e la prototipazione di racconti capaci di attivare processi identitari e di coinvolgimento a supporto delle comunità locali, e di costruire e supportare un dialogo tra i cittadini e gli studenti che abitano il quartiere in maniera temporanea. Bovisa, infatti, è un quartiere dalla doppia anima: una ex-zona industriale abitata oggi da anziani operai, nuove generazioni di cittadini stranieri, artigiani e professionisti, che ospita una delle sedi del complesso universitario del Politecnico di Milano e i suoi studenti di ingegneria, architettura e design. Un progetto che fino ad ora ha coinvolto circa cento studenti e trenta membri della comunità locale, cercando di testare le potenzialità della transmedialità al di fuori del mercato dell’intrattenimento e delle sue produzioni mainstream.
Transmedia Design Framework. Un approccio design-oriented alla Transmedia Practice
CIANCIA, MARIANA
Abstract
Due to the rising number of multi-modal devices and the higher number of messages being conveyed across several channels, designers now have a key role as mediators. Indeed, they must bring different social contexts together in mutual understanding. In a mediascape designers play a dual role; as story listeners they collect stories from audience and repertoires and as storytellers they organise these stories into experiences. Beginning with these assumptions (and in accordance with theories and projects developed over a number of years), this research aims to determine a new form of literacy that allows communication projects to be developed that rethink the participatory process and merge different languages, media, technologies. The evolution of social interconnections through digital technologies has emerged from a phenomenological approach to contemporary mediascape. Such that, multi-channel structures have become increasingly important and completely changed the role of the audience, this in turn has allowed for the development of widespread creativity through collaborative creation and the collective consumption of narrative worlds. With a focus on the domains of media studies and design research, the core topic of this research is multi-channelled structures. These structures are able to foster the sharing of meaning-making processes between producers and audiences and shape society and influence media habits through storytelling, story listening and engagement. The research also focuses on transmedia, a phenomenon concerned with the building of a story universe through different channels to enhance the role of the audience. It is a socially understandable paradigm, the growth of which requires special skills and teamwork. It is hypothesised that transmedia practice is a procedure that could address the issue of contemporary complexity through a phenomenological approach to the coeval reality. A cultural paradigm was focused on to allow people to become aware of the prominent role played in the contemporary mediascape and emphasis was also placed on the storyteller’s ability to support multiple points-of-view. Transmedia is a phenomenon that allows audiences to participate in the meaning-making process and changes the relationship between the mainstream media and participatory culture. Thus, this work starts from the assumption that, because of story-building processes capable of fostering audience engagement, activating collaboration among peers and social innovation, transmedia can sustain local communities in the development of on-line and off-line interactions. Transmedia can be described as a practice made up of tacit knowledge that people work with in an intuitive manner and that follows a ‘learning by doing’ approach (which hails from a Renaissance studio model recovered from the design field). A literature review revealed that there is a lack of sharing practices in transmedia project development. Thus, it is clearly necessary to identify interpretative models and guidelines for its design. This research aims to identify the main features of transmedia projects to build a glossary that can be shared and that will contribute to the development of a useful tool for transmedia practices. Such an instrument could become a conceptual and operational tool for the designing story world, not only for big Hollywood productions, but also for everyday scenarios. Based on a necessity to understand how aesthetic and economic issues work together within the design of complex story world, a conceptual and operational tool (Transmedia Design Framework) was developed that combines two layers: Conceptual Framework and Transmedia Building Model. The former, Conceptual Framework, aims to sustain the comprehension of complex phenomena. It intertwines the key features of transmedia projects together with the six elements of Aristotle’s poetics. These qualitative elements structure a drama like an ‘organic whole’ and were translated for the Human Computer Interaction by Brenda Laurel in Computers as Theatre (1991) as: action, character, thought, language, melody (pattern) and spectacle (enactment). This research in turn defines the five concepts of the conceptual framework as: story world, content, media, engagement and context. The latter, Transmedia Building Model, suggests guidelines, tools and an on-line platform for the development of a transmedia project within multidisciplinary teams. Specifically, a model constituted of four main sections for the activation of an iterative design process, each of which requires specific skills. The four sections are: story world, narrative context, functional specification and production specification. The building and the validation of the Transmedia Design Framework intertwined the experimentation of transmedia practice at a local level within the Plug Social TV project (www.facebook.com/plugsocialtv), which was activated in a peripheral urban area in Milan (specifically, in the Bovisa and Dergano districts). Since 2013, final year students of the Masters of Communication Design programme (School of Design, Politecnico di Milano) were guided by my research group (ImagisLab) in the management of web-based television and in the design of transmedia television content. This experience was essential to fully understand the underlying processes in the development of multi-channel projects. Indeed, observing, monitoring and revising the students’ work was fundamental to the development and exploration of insights and hypotheses about the construction of the Transmedia Design Framework. In light of the feedback obtained from students, this conceptual and operational tool is in the process of being refined, not only for those who already have experience in designing transmedia experiences, but also for those who are new to the field. Plug Social TV is web television that makes use of social media to produce content that aims to test and verify the ability of stories of local interest to activate self-representation and self-narration and fosters a dialogue in a neighbourhood among its different inhabitants. In fact, in these Milan districts dual personalities exist. Formerly industrial areas, these districts are now populated by a mix of older workers, artisans, foreign citizens, and engineering, architecture and design students attending at Politecnico di Milano. Approximately one hundred students and thirty members of the local community have tested Plug Social TV and the potential of transmedia systems in a specific local area, outside the entertainment market and mainstream productions.File | Dimensione | Formato | |
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https://hdl.handle.net/10589/102816