Archive for the 'design' Category

While We Were Here – turning a festival into a newspaper

What.

While We Were Here is a 16-page free souvenir newspaper with a print run of 4,000. It was put together by a small team of volunteers during this year’s Greenbelt Festival. It included a 4-page black and white comic pull-out in the centre of the paper. You can download a copy of the main paper or the comic in PDF formats.

Where.

Greenbelt Festival takes place over four days at the end of August every year at Cheltenham race course. There’s no accommodation on site that’s not under canvas – so the newspaper team were camping out on the course along with about 20,000 other festival-goers. We appropriated a small box that’s normally used for watching the races and turned it into a newsroom, with two design Macs and three or four laptops at any given time. There were not enough chairs, the carpet went half-way up the walls, and we were constantly watched by pictures of small men on large horses.

Who.

In total there were ten people involved in making the main paper. We didn’t have much to do with the comic guys – they did their own thing and arrived perfectly on time with all their spreads in PDF form. Our team was brought together by Matt Patterson as hands-on managing editor and James Stewart as hands-off. I was the editor. James Weiner and Paul Abbott worked on data and infographics for the paper. Ben WeinerWill Quirk, Geraldine Nassieu-Maupas and Oliver Mayes made up our design and layout team, and Wilf Whitty dealt with some last-minute front-cover design issues.

The rest of the team were primarily design-minded folks and I was (as far as I know) the only one with newsroom experience. As a result partly of that and partly the fact that I’ll organise anything if it stands still near me for long enough, I took charge of content planning and making sure we had something interesting, well-written and appropriate for print on every page.

Why.

As a tangible souvenir, something to commemorate the experience of being at Greenbelt for those who were there and something to express a little of what it was like for those who weren’t. Something that’s separate from the blog or the Flickr stream or the Twitter conversations, a document that physically exists and can be handed around families, shown to children, given to grandparents, in a way that the internet still can’t.

And, in a very real way, we did it because we could.

When. How.

I was one of the last of the team to arrive on site, on Friday morning. At 2.30pm the team met for the first time and found out our general brief. Over the next four hours we hammered out a page plan for the paper, focussing on what we felt were the major themes and events from the Festival that people would recognise and want to read about. We decided who would be covering what in terms of writing content specifically for the paper. I briefedthe Festival’s photographers about what we’d need and when. We made up a flat plan and stuck it to various pictures of horses, and I wrote up a schedule working backwards from our hard deadline – 6pm on Sunday.

We made the paper in just over two days. The design team did a lot of work on Friday night and Saturday morning putting templates and grids together, while I did vox pops and got quotes from various festival punters. I started to put content together on Saturday afternoon, which is when it became clear that we couldn’t use most of the content from the two people who were blogging the festival over the weekend. One person’s writing was very long-form, personal and intellectual, while the other’s was very short-form and timely – both made for great blog posts but wouldn’t work in print. I started roping in people to write reviews and snippets of content, as did managing editor James Stewart. The infographics team finally managed to get hold of some data they could use and started drawing golf buggies in Illustrator.

By Sunday lunchtime we had about half of what we needed copy-edited and in formats ready to put on the page, and we had two neat infographics ready to place. I spent the next three or four hours writing, helping choose pictures, deciding what content needed to go in which boxes, copy-editing and being very rude to other people’s work so it would fit in print-sized boxes, while next to me the layout team collaborated to pull it all in to InDesign and make it look perfect. By about 4pm we had collected all the content we needed; the next two hours involved me pacing around the newsroom, making sure we had everything in the right place, picking different pictures when the ones we had didn’t work out, and occasionally taking a seat and making changes to the text or the design when things simply wouldn’t fit right.

Matt started uploading it at about 6.45pm. Network sloth meant it finally finished at about 8pm. The printers in Peterborough turned their presses on for about a minute and a half, and we had a print run of 4,000 copies. Four hours later thanks to some strangers who drove through the night for us, it was back on site ready for the first copies to be distributed at the last show of the evening.

Lessons learned.

  • Planning is vital, much more so for print than for online journalism. If a blog post doesn’t go up or goes up late, few people will notice. If there’s a hole in your print paper, they definitely will. Thematic planning for something like this is crucial too – content should fit together, images should complement each other, pages should balance. That’s impossible to do with slapdash content delivered at the last minute.
  • Briefing, therefore, is another crucial element. You can’t simply say “Write me 450 words about the music scene.” You need to make deadlines clear and make sure you’ve agreed which bits of the music scene are necessary. You need to talk about tone, audience, readability, style, voice. You need to make clear what’s needed, even when you’re both up against deadline, so that the content you get back is useful and takes the minimum of editing or rewriting.
  • Build in redundancy. One of the reasons the paper worked well despite some of the content-related setbacks we had is that we did our best to get hold of more content than we needed – about half as much again. If I was doing it again I’d be shooting for twice as much, if not more. If it’s not used in the paper, it could go online; if it’s something that works better online, we wouldn’t have to force it into a print style. And if it doesn’t turn up, it doesn’t matter.
  • Get data well in advance. Infographics are awesome but they can’t be created without data. If you have a tight deadline and you’re including data-driven charts or graphics, that’s the bit you should sort out first. We didn’t, and that’s why we only have two in the paper.
  • Basic newspaper design skills are invaluable, even if you’re not a designer. If you’re planning content for pages, you need to understand how boxes fit together on a page, how headline size and positioning alters layout, what a baseline grid is, the difference between a 3-col and 4-col layout for a page, and a dozen other little things that don’t bother you while you’re writing but that become vital as soon as you’re laying out. You need to know the rules, what they are, how they can be bent and when they can be broken. Otherwise you end up coming in and asking questions like “Are we really wedded to a serif font?” and “Do we really need to lock to grid?” half an hour before final deadline. (Yes, this happened. No, it wasn’t me.)
  • If you’re distributing content across multiple channels, a convergent newsroom is potentially a huge timesaver. This would have prevented completely the problems we had with last-minute content and having to repurpose pieces that were not right for print in their original forms – but it takes a lot of advance planning. Having a pool of writers – not necessarily bloggers or writers for print, just writers – who could be briefed individually by the blog editor and the newspaper editor, and whose work could be pulled to be used in one or both formats, would have been very valuable. Doing the same with images and video could mean a converged team in three parts: content creators at one end, putting their work into a big pool; editors in the middle, picking out the best of the bunch or the most appropriate for their medium; and distributors at the other end, feeding that work into the newspaper, the blog, Twitter, Flickr, Vimeo, the various other channels including feeding out to the magazine shows and round-up events on site – and making it easy for the press office to pass out the best of what’s on offer too. I think this is the biggest thing I’ve taken from the experience – I grok convergence much better now I’ve seen it from the editor’s point of view.

The aesthetics of hyperlinking

This post is long, overdue, and wordy, and some of it was written while I had a fever. So I present as a pre-emptive antidote a very enjoyable and quite silly browser game about information overload.
Continue reading ‘The aesthetics of hyperlinking’

Braindump: just add points

Interesting presentation by Sebastian Deterding looking at what user experience designers can learn from game design.

Although news orgs face very different challenges from UX designers, the basic messages about shallow vs deep engagement, using multiple interacting points/currencies and measuring achievement, effort and attainment in a meaningful way are very relevant. Take a look:

It’s interesting to look at the Huffington Post’s community moderation badges in terms of this presentation. My gut instinct is that they fall, along with Foursquare, into a category of too simplistic game-like systems (“Just Add Points”) that don’t actually tap into the power and fun of learning that is one of the fundamental building blocks of good game design.

It’s also worth checking out this post on rescuing princesses at the Lost Garden. If you click through to the slides (PDF) there’s a thoughtful discussion of the differences between app and game design, and a very useful breakdown of STARS atoms – essentially, small chunks that introduce players/users to new skills, let them discover how to use them, and ensure they have mastered them.

Between them, these two posts and the thoughts behind them make a mockery of the idea of game mechanics as simple point systems you can pop atop pre-designed apps or comment systems or whatever it is you’re already doing. You have to design with exploratory learning in mind, with a learning curve that doesn’t flatten out horizontally or vertically and with end goals and nested goals to maintain engagement.

I wonder how the Guardian’s crowdsourced investigation into MPs’ expenses would have gone if they’d added this sort of rich game-led design? As well as giving long-term and short-term goals/rewards (like Twitter translator levels, perhaps) with status bars to show progress, perhaps they could have rewarded people who found something of real import with a status bump, or added exploratory learning elements by advancing users towards the goal of signing off on things other people had flagged as interesting. Or teaching basic maths, or collating data into a wiki-style “what does my MP spend” database, or encouraging/letting users learn to create their own visualisations of the data. Hard to say how well or whether that would have worked, but it’s easy to see wider possibilities in projects like that.

/end braindump

Journalism, advancement and level design

Spinning off a tweet by @jayrosen_nyu, I’ve been thinking about levels in gaming and what journalists could learn from them.

For the record, I don’t think that levels in the sense of levelling up are a particularly useful way of classifying news readers or users or players or whatever paradigm we choose to use today.

For many video gamers level grinding removes the fun from a game and turns it into work. In tabletop games like Dungeons and Dragons unequal leveling within a group can cause such huge balance problems that small disparities between characters can prove insurmountable. And in both, leveling is an illusion – while the character’s powers and abilities increase and improve, so do the challenges they have to overcome. Much of the time leveling is simply a numerical way of forcing characters to go and explore before they can advance the plot.

Essentially, I’m not sure what useful lessons we can learn from leveling per se, apart from the lesson that it’s hard work and tends to encourage grinding as a form of competition – not meaningful engagement with content.

That’s not to say that every leveling system is evil, you understand. It’s just that these days there is a wide range of advancement systems to pick from – points-based cash-in or free-form systems, for instance, or activity-based systems, or good old achievements – and if we’re going to talk about user advancement systems we should talk about all of them and work out which ones are relevant for what we’re trying to do here.

But level design is a different matter.

Level design is about balancing technology and art. It’s about pulling together huge swathes of pretty content (pictures, video, audio, in this analogy) and making a coherent, structured narrative which makes it clear which way players are meant to go while giving them room to explore if they want to – and doing that within the confines of the tecnology available. That’s not a bad model for news online.

There’s a quote from this article that’s worth teasing out:

A level designer is not just an architecture monkey or a guy who throws “cool stuff” into the pot of development. Above and beyond everything else they need the ability to judge what is fun, what gameplay elements work and what do not. He needs to judge what content works in any context while making sure his work is cohesive with the rest of the game.

If you accept that the “game” is what we’re calling the “story” (or, more precisely, the “topic”) at the moment, then level design theories about pacing, controlled freedom, risk and reward start to become relevant to engaging the reader/user/player in what we’re trying to get across.

What do you think? Am I in a theoretical hole with no practical applications, or is there an analogy here that online and multimedia journalists could find useful?

Playing in the streets

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HSHletter9.pdf (1283 KB)

There’s a cake shop next door, a giant hamster over the road and soldiers are fighting zombies on the roof. MARY HAMILTON welcomes you to the new-look Evening News.

Breaking news: the postman has delivered a letter.

That’s how most of the news comes in to the Home Sweet Home offices of the Evening News. It’s delivered by a tall man in short trousers, a flat cap and socks, who leaves the envelopes leaning up against the front canopy of the 20cm cardboard building.

I built the office myself, from flat-pack cutout to fully-fledged busy office building complete with newspaper bundles and Plasticene journalists, sharing glue, card and colouring pens with neighbours and strangers.

I even recreated Bernard Meadows’ eyecatching bronze ball sculptures, carefully rolling and squeezing yellow moulding clay and poking it gingerly with a pencil, before giving the rest of my clay to an excited six-year-old who wanted to make bees for her garden.

It is part of a performance – or perhaps an exhibition – called Home Sweet Home, the brainchild of Goldsmiths graduates Abigail Conway and Lucy Hayhoe, in which participants build their own city from flat-pack parts and then experience its evolution as it fills with people playing along.

Watching the tiny town sprout from a black and white canvas into a riot of colour in the extravagant surroundings of Blackfriars Hall was both surreal and sublime, as bizarre buildings and peculiar personalities developed thanks to the imagination of neighbours.

But when the letters began to arrive the town took on a new and magical dimension, with stories, greetings, and feats of collective imagination all emerging thanks to the postal service and the presenters at the radio station.

My letter reads: “Dear Editor, An escaped swan ate my shoes!  Please put it in your newspaper! Yours, Joz Norris, No. 188”.

Immediately I spring into action. I post a breaking news update on the billboard outside the office – crafted from matchsticks, card and successive layers of paper posters – and dash off a return letter asking for more detail about the attack.

Over time, petitions spring up on the community notice board. A campaign to build a public swimming pool gathers pace. Disgruntled residents try to force an election. A little girl who runs a flower shop donates a sponge-and-cocktail-stick floral display to my office.

A small zombie outbreak spreads and threatens other city properties, so the Evening News drafts in a local militia to fight them off. Other businesses welcome the zombies, selling them vintage clothes and inviting them in to a night club.

And I get another letter from Joz saying that he’s bought another pair of Doc Martens but he doesn’t think he’ll be able to look a swan in the eye ever again.

The whole experience is a testament to the power of play. Adults and children alike tap into the storytelling possibilities of the town, expressing their personalities through their houses and opening them up as the community evolves around them.

While some people come along, build houses and leave, those who stay build stories around their houses, and the whole community evolves and changes as the project progresses.

A giant hamster in the back garden of one house is asked to join the Spiegeltent as a performer. A few hours later he has moved to the circus with signs advertising his upcoming performances.

I spend the weekend doing what journalists do: asking questions, writing down stories, monitoring the notice board and answering letters, preparing for a burst of activity on Sunday night as I put the Home Sweet Home edition of the Evening News together.

The following day, when I return to Blackfriars Hall with a stack of miniature newspapers under my arm, the Spiegeltent has disappeared, replaced by a giant hamster run with tunnels, hoops and a swimming pool.

I arrive at the office to discover someone has stuck a giant red ball to my door, in imitation of the large inflatable ball currently touring Norwich as part of the Norfolk and Norwich Festival. They are planted on the church, the fire station and the city hall, too.

For a short time this miniature cardboard community has been incredibly real. It has had action, politics, feuds, joy, fear and anger, and the people who created it have told hundreds of tiny stories that were, for a while, incredibly important, as they literally changed the way their city was constructed.

As the houses were dismantled and returned to their owners, I felt deeply privileged to have been present at the birth and the death of Norwich’s smallest suburb, and to have been able to tell just a few of the stories the residents created.

A version of this article and its accompanying miniature newspaper
were originally published in the Evening News
(www.eveningnews24.co.uk).

Posted via email from InterMediaMary

Assasin’s Creed: non-linear metanarrative

All gamers now are accustomed to the linear narrative, playing through a sequence of events with no choice or impact on the direction the story takes.

Most of us are getting used to branching narratives, simple option systems that open up differing dialogues, games areas and endings.

But Assassin’s Creed 2 is the first mainstream game I’ve played to make parts of the plot entirely optional and intentionally obscure.

First things first: I’m going to focus on Assassin’s Creed 2 in this post. There’s a lot to be said about narrative in the first game, but I’m the wrong person to write it because I found the cut scenes impossibly dull. So dull, in fact, that I generally went to put the kettle on while they happened. There are still plot points I’m unsure of as a result.

On the other hand, the second game cut scenes are slick, interesting and – crucially – well-voiced. Assassination scenes are limited to two or three sentences at most – sometimes still very incongruous, but much less flow-breaking and tea-inducing.

There are two congruent narratives running through the game – the story of Desmond, living in the present day, who has just escaped from the evil Templars who were forcing him to relive his ancestral memories, and is now working with the good Assassins, who are, um, asking him very nicely to relive his ancestral memories.

The second narrative is that of Ezio di Auditorre, the subject of Desmond’s memories and the main focus of the game. Desmond learns the Assassin skills he needs through living Ezio’s life, learning how to use a hidden blade and fall off incredibly tall buildings while suffering absolutely no ill effects. Oh, and some stuff about 15th-century Florentine intrigue and conspiracy.

Where things get interesting is the third narrative. The game doesn’t force you to get involved in what it neatly describes as “The Truth”. At no point does it force it on you. There are signposts but no map markers, hints but no spoilers, and not once are you hindered by choosing not to explore the hidden story.

At a fairly early point, Desmond is asked to find a weird glowing glyph on a building. If you do, you discover a password-protected encrypted file, and must solve a simple puzzle to reveal a snippet of narration and a video file.

There are 20 of these, each puzzle more difficult than the last. The videos and narration add up to reveal a vital and tantalising slice of the Assassin’s Creed backstory that provides clues to the next game and rounds out the game’s cliff-hanger ending in a very satisfying way. It leaves you with answers that lead to more questions.

But even within the puzzles there are more stories. Each puzzle takes real-world historical events, or great works of art, or scientific breakthroughs, and links them intricately to a massive web of conspiracy. Combined with Ezio’s narrative – which tallies closely with real-world events throughout – the game edges closer and closer to alternate reality territory.

And then you find the puzzles within the puzzles. Messages encrypted in Morse code within paintings within the glyphs, never acknowledged or explained. There are dozens of these, easy to miss, even easier to ignore, but each one is decipherable.

The impact of these little asides is not merely to problematise the existing story – adding vignettes and asides that most players simply are unaware of – but also to trouble the relationship between the game and the real historical events it links to. Forcing players to go beyond the fourth wall to decipher puzzles opens up the structure of the story to deeper interpretations than are possible in most games. Assassin’s Creed 2 positions itself, like Dan Brown’s Da Vinci Code, as part fiction, part fact, and hence blurs the lines between the two. Complex analyses are springing up, not only solving the obvious puzzles but the hidden ones too, and players are using those analyses to attempt to uncover the “true” story of the game – the history of the Assassins and Templars. In effect, gamers are creating a fictional backstory using factual history and pointers from within the game. It’s a collaboration and a fascinating puzzle – and entirely optional.

Also it’s a lot of fun to throw yourself off tall buildings.

Reading: Head First HTML

After two months of getting the blog in order, changing my mind, moving it, reskinning it, moving it again, self-hosting and telling everyone about it, Head First HTML with CSS and XHTML is my first foray into learning some serious (well, at least less laughable) web development skills.

Continue reading ‘Reading: Head First HTML’

What if? News games

What if papers used games as a news medium?

There are a few news outlets already making moves in this direction, but I haven’t seen much in the way of commentary or ideas about taking it beyond quiz apps and into educational tools, social activities or, well, making it fun.

Here’s the thing. I reckon news – especially news online where attention is easily lost – should be entertaining. It should be interesting, engaging, thoughtprovoking and, if possible and where appropriate, fun.

Could games be a news medium? Could we use online games to tell or break stories, or to foster real engagement with and within our communities? Here are nine ideas. Let me know what you think in the comments.

Hat tip: I’m indebted to Margaret Robertson for a talk at Greenbelt 09 that pointed me towards some of these games and got me thinking about narrative crossovers between real life experience, current affairs/news and gaming.

Continue reading ‘What if? News games’

Quick hit: data visualisations

Quick hit for the weekend: if you’re bored, I’d recommend checking out Smashing Magazine’s modern approaches to data visualisation.

They’re useful, quirky, fascinating, often beautiful, always unique, and seeing all these incredible projects together in one place is very exciting. And colourful. Definitely colourful.

If you’re still bored, take a look at Infosthetics. I guarantee you’ll be there for weeks.

Webweds: How and why to host your own WordPress blog

This week on the internet I learned how to host my own WordPress blog – and started doing it. It was simple, almost entirely painless and I didn’t have to learn any programming languages in the process.

Continue reading ‘Webweds: How and why to host your own WordPress blog’



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