3 Conclusions3.1 More stories
Now that we know what a tableau is and what a story is we can give
following definitions: story consists of a sequence of 1 to n tableaux.
A tableau can be in any amount of stories. Stories impose constraints
(navigational paths) onto a hyperstructure of tableaux. A story or a
sequence may contain repetitions or loop structures. Story lines may
loop and then resolve, very often in narrative fiction a pattern may
repeat - three times as in traditional fairy tales and folklore. Through
index lists you can very easily construct and manage stories within
stories and parallel stories.
A good example of intertextual narrative in visual media is Louis
Mallé's "Evening with Andre". You have probably seen the film. It is
very good, sharp three hours about two long gone friends sitting in a
restaurant. Some one of them is telling a story, they take turns but the
other one talks most of the time. There is a multitude of interwoven,
interrelated and intertwined stories in the film. After a surprisingly
short introduction the narrative takes hold and the scarcity of visuals
start supporting the narrative.
Picture 12: It is practical to implement stories as loops, but which
loop tells a story?
3.2 Moving pictures and tableaux
We can decide to use moving pictures ie. animation or video clips only
when we move from one tableau to another. If we have only one story
line, a film or a play, we can still use tableaux to describe its
storyboard.
The same applies to morphs. With morphs you define a transformation
between two or more images. With sophisticated morphing tools you can
also attach certain key points into the images to constrain the
metamorphosis, usually the resulting end product is presented as a
video(clip). In principle it would be possible to present morphs in
terms of start and result bitmaps and transformation procedures, and
leave the computing to the end user's environment - in a way this is
what mandelbrot programs do. Some festivals have special series that
show only morphs.
An exception to this may be a commentary nonlinking use of moving
pictures. Let us imagine a manual "How to repair your bicycle" in
hypermedia form. There is a part on how to fix a flat tire, in it we
have one video clip that does not carry the reader anywhere from this
tableau, it only shows how to take the tire off the wheel without
puncturing it more. There is another clip showing how to put it back
without injuring it again. The clips do not take the reader along any
narrative lines, instead they comment the one particular tableau. The
way to keep your design primitives conceptually simple is to treat them
as self referential links.
Single tableau stories like maps, floor plans of offices, etc that
appear as wholes - as tableaux - do not contain a narrative in a
conventional sense, but in their detail are understood over time as a
result of repeated explorations. The tendency towards narrative shows in
the layout of these tableaux as I will discuss in the end. Indices,
verbal (tables etc.) or visual (class photographs et al.) pose a
scanning order for the reader.
An easy way to start to sketch a hypermedia title is by building a
dictionary with your group. You pick up all the terms that you know you
are going to use in your product that you have to explain to the rest of
the team. The harder they are to understand the better - visualisation
gives the team a ready made set of building blocks that the they can
excercise with. When you can start writing story lines using the terms
in your dictionary that you have already made the explanations for (the
hard parts) that you can use in an clarifying the message of your
document. It is a good way of letting the task train you. Essentially
indices are understood as single tableau stories, ordered sets of words
and/or images, with the order calling forth investigation over time.
3.3 A space to explore?
The computer screen frames out a two-dimensional image. It fills a
certain area in our field of vision, its size and flatness depending on
the display equipment available (money involved). In the age of virtual
reality let us consider awhile 3-D tableaux. The display box on top of
the computer is like a rostrum theatre. One looks into a world through a
portal - a frame - to the eyes it looks a flat surface instead of space
with real depth among other things because all of the image area is
constantly in focus on the same distance from viewer's eyes.
Picture 13: Rostrum stage ( front view )
3.4 Our world as we know it
Edward T. Hall in his "Hidden Dimension" describes proxemics. He
distinguishes four proxemic distances: intimate, personal, social and
public (Hall). Examples of intimate proxemic distance are sexual
experience and touch, telephone and internet sex might serve as examples
of intimate proxemic contact over electronic media. Personal proxemic
distance is the normal conversational distance where facial expressions
and speech are dominant. Social proxemic extends to the group level,
gestures and movements are recognised and spatial relations are of
importance in determining our behavior. Finally the public sphere
consists of laws, beliefs, opinions and media - the surroundings, where
only movement is observed. Environmental psychologists claim that a
person wants to maintain a relatively steady population of objects and
items in all proxemic spheres, if any sphere gets too crowded or
underpopulated, the person interacts with his environment to regain the
balance.
Picture 14: Proxemic spheres
3.5 Span of attention and degree of immersion
A tableau in an interactive document is very much a self contained
system and it is relatively easy to neglect interface issues in its
design. This is partly because they often involve technical solutions
and demand innovative yet spesific programming skills to compensate for
the irrationality of the human user-interactor.
Our span of attention defines a circumference that separates background
and foreground. In the foreground objects are visually separated and
cognitively identified from the background, which is both visually and
auditively homogenous, texturelike or patterned. You can imagine it as
something resembling the canvaslike quality of the portions in your
field of vision that you do not focus on. I have often though of it as
a negative event horizon, that contains the only and remaining image of
what is beyond.
A tableau like any sphere of awareness has its own negative event
horizon that encloses a collection of objects. The frame of interface
must offer a naturally scaled and proportioned window to every
individual tableau. This acts at the same time as an individualized
window and mirror, depending on the motivation and concentration of the
navigator, ie. the size of his/her personal spheres of awareness. The
sphere of attention can be penetrated by increasing the degree of
immersion by introducing and enhancing peripheral and stereo vision as
is done in virtual reality displays. Increasing the image size and/or
shape alone may lead to disproportionate tableaux, since with larger
frames - projected images etc. - one would naturally expect to see more
of the world behind.
Picture 15: characters with overlapping spheres of concentration.
3.6 Insights from literary genres
We can apply poetical analysis on the level of tableaux. Poems differ
from prose in that everything is present in present. A poem is a
tableau in that it has a circular time span. Semiotics would require an
entire new course or series of lectures, so I will just point to the
relevance of it as a tool in analysing, synthesizing and hopefully in
the future producing hypermedia. I feel that semiotic approach applies
in all levels and all component types of hypermedia - especially since
it is relatively easy implement expert systems acting on layouts and
narrative outlines according to semiotic formalisms.
The theory of montage, film, theory and criticism of epic form are all
applicable on the level of stories, offering models for story lines.
Photomontage and poster art pave the way for visual indices and
mindmaps.
Will Eisner has written a very thorough treatise on comic strips in his
"Comics & Sequential Art". He has published numerous magazines, albums
and novels, educational material and technical manuals for the U.S. Army
in comic book format. The book is based on his teaching comic strips in
School of Visual Arts in New York. The book covers main techniques,
tools and cosiderations in the art of comics. The visual narration in
comic strips offers a good starting point on understanding how
hypermedia works. (Eisner)
Brenda Laurel proposes an interesting view to interactive applications:
she compares drama to user interfaces in that user performs essentially
dramatic events in interacting with the application software and
hardware (Laurel 91). Computer user acts out a role in a play that
carries out a predefined task or series of actions, which is easily
understood in simulations and virtual reality applications design.
Especially if we consider the navigator/reader as one character among
others in our hypermedia document. Laurel came up with the idea that
when one is dealing with hypermedia, or interactive media, one should in
fact consider the navigator, the reader as a role, a character in a
play. And the play that the authors are directing and writing is the
whole document plus the navigator role.
Agents and objects can lead or tell or present or represent or act or
create a navigational path. You can start thinking your documents as
having some sense of their own. And very often, especially when the
question is about educational material, there may be some sort of agent
involved who checks out how the document is browsed and how it is
approached. If there are parts that seem too difficult and produce too
many errors, the agent may start alleviating this problem by rearranging
the story line.
3.7 Finally
You can implement and apply the strategy of tableaux composing stories
on any environment you like: Hypercard, ToolBook, or an SGI workstation
with a Showcase presentation system, the actual implementation naturally
varies in each and every one of these environments. The nice part of it
is that even if your team has a heterogenous set of tools you can still
use a uniform set of storyboarding tools, because you have to move text
in defining the content and finally the desired data is developed to
suit the target platform. The designer is able to refine platform
specific portions in defining the formal cause and all the time the team
members are facing the same little rostrum that the end user will.
You can keep your designs free of fancy ideas about how beautiful it is
to have this or that, video and all. It is important to engage the user
into interaction with the material, in fact I believe that interaction
is the most efficient way of driving home your point. Using
hyperboarding as method offers you an upscalability from hypertext to
virtual environment: because in the end the efficient cause (tools and
techniques available) realises your document. Your work refines itself
into a compromise between the target audience and your skills.
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