Digital Shoreditch Talk – After the Like and After the Spike

These notes are from a talk by Storythings’ Matt Locke at the Digital Shoreditch conference today. Thanks to Helen Bagnall from The Salon for the invitation to talk, and to Ogilvy Change for sponsoring the day

Before starting Storythings, I worked for just over a decade in broadcasting, at the BBC and C4. As a digital person in a TV world, I learnt a lot about how to tell stories, and learnt, to my surprise, how little people in broadcast really understood about their audiences. In fact, many of us ‘digital’ people used to talk about ‘the former audience’ to emphasise how audience behaviour had changed, and to mock how much broadcasters had treated audiences as passive receivers for their content.

It wasn’t until I left broadcasting that I realised how complex and controversial the words ‘story’ and ‘audience’ really were. I called my company ‘Storythings’ for two reasons – one was because I’d been running a conference called The Story for a few years that was pretty much the genesis of the company, and the second was because I was more interested in stories than I was in technology. I’m fascinated by how we tell stories now, and the new relationships we can have with audiences across all sorts of interesting contexts and platforms.

But when I started talking to clients, I was surprised by how those two words – Story and Audience – meant completely different things to different people. Stories seemed to be the hot new idea in marketing, and every brand wanted to know how to tell their story, or to hear their customers’ stories. Transmedia gurus were trying to convince us that stories were many-tentacled hydras, performing complexly choreographed dances to lure fans into their narratives.

But no-one outside of broadcasting really used the word ‘audience’. There were customers, fans, users, subscribers, followers, networks, communities and participants. Audiences were points in a cloud of big data, or a constantly updated Chartbeat report. Audiences were presented as infographics, or studied as psychological experiments.

So I started to research the history of how we’ve talked about stories and audiences over the last few hundred years, and its made me love the word audience again, and to really focus on understanding audience behaviour. There is an assumed contract, almost an etiquette, between storytellers and their audiences. Audiences are not passive – they make choices about what stories they want to listen to, turn up to listen (which is not a passive act), and fold the emotional impact of good stories back into their lives. Many years ago, audiences were as noisy as Twitter is now, and the call and response between the stage and the crowd was an integral part of the show. It’s only been in the last few 50 years or so that audiences have been quiet. So quiet, that they became almost invisible to the people telling the stories.

In fact, the last 50-60 years have been a blip – a time in which the relationship between storytellers and audiences was effectively broken. We’re coming to the end of that blip now, and we’re seeing a transition as interesting and profound as the beginning of the 20th century, when storytelling moved from the live performance circuits of music hall and variety to the new mass mediums of cinema and broadcasting.

When transitions like this occur, the driving force is human behaviour – the patterns of audiences’ attention change as technology creates new ways to tell stories to audiences, and new business models develop around these new patterns of attention. In the early twentieth century, the balance of power in the entertainment industry shifted from the variety bosses who controlled the distribution of performers around national theatre circuits, to the new entrepreneurs of cinema and later, broadcasting. Very few businesses and moguls managed to make the transition as the patterns of attention changed.

But in the middle of these transitions, there’s often a pattern of attention which dominates – one which bridges the gap between the old patterns of attention and the new. In cinema and radio, early formats borrowed their shape, duration and structure from music hall, and it took many decades for mass media to find forms more suited to their specific qualities.

Right now, we’re seeing a similar pattern dominate the transition from broadcast to digital, and its best described as “The Spike and The Like’.

The ‘Spike’ is a huge rush of simultaneous attention, that giant uptick you see when you manage to choreograph many different sources of attention to look at your story at pretty much exactly the same time. Its a throwback to the simultaneous attention patterns of broadcast television, and in fact, broadcasters are realising how digital, and particularly social, media is amplifying this pattern of simultaneous attention.

In my last few years at Channel 4, I saw a trend of ‘live’ versions of formats that previously were never live – like The Million Pound Drop game show. This is because broadcasters get lots more money for advertising around live, scheduled viewing than they do for on-demand viewing, so they’re developing formats that make it hard to watch the show outside of the live broadcast (there are exceptions for certain genres -we’ll come back to this later). Looking at Broadcast Magazine’s Greenlight commissioning index this morning, there were 71 shows with ‘Live’ in their title, from ‘Lambing Live’ and ‘Bedtime Live’ to ‘Paranormal Investigations Live’ and ‘Deathwish: Live’. The spike also reflects the traditional 30-sec ad campaign launch that was reliant on this scheduled broadcast attention.

The ‘Like’ is also an artefact of an earlier era. ‘Likeability’ has been a metric used in advertising for decades, from the USA Today Superbowl ad ratings to ‘The Worm’ – a live audience rating device first used in the Australian presidential elections in 1993. It’s an abstraction – a single measure for a complex range of behaviours and emotions, and its become incresaingly irrelevant through overuse in our current Facebook Era.

So if the Spike and the Like are the bridge between traditional broadcast patterns and measurement, what will come after them? What new audience behaviours are emerging, and how will we measure them?

Audience behaviours have always been complex, it’s the tools we’ve used to measure them that have been crude. We’re now moving out of the era of ‘One Big Number’ into a dizzying range of ways to tell stories and see the reaction from our audiences.

Here’s four emerging patterns that I think are worth looking at when planning a story. All of them are here now, in various stages of adoption in different communities. There are weaker signals for other emerging patterns of attention, but these ones feel like they’re going to be important over the next few decades, and will allow all sorts of interesting stories, products and business models to develop around them.

The Binge is probably the strongest pattern of them all. Its been emerging over about 5-6 years, since the emergence of box-sets and PVRs. Its pretty much restricted to two genres of story – comedy and drama – and as such it was the first sign that the broadcast industry was as likely to fracture around genres and attention patterns as it was around business models and technology. We first started noticing bingeing behaviour around cult dramas like Skins and Misfits at C4 about 5/6 years ago, with over 50% of the audience watching outside of scheduled broadcasts.

It raises really interesting problems for broadcasters trying to sell premium ad space in peak schedules, but if you are less reliant on display advertising – if you have a subscription model like Netflix, for example – you are in a perfect position to build services and commission stories based on this new pattern of attention. The makers of House of Cards for Netflix said they approached the storytelling as a 13-hour movie, not as 13 hour-long episodes, so there is less reliance on traditional end-of-episode cliff-hangers to keep audiences thinking about the story until next week’s episode.

Mitch Hurwitz, creator of the comedy Arrested Development, has gone even further, and written the 15 new episodes commissioned by Netflix as the same moment in time, seen from a different perspective each episode. He originally suggested that audiences could dive in and view them in any order, but now suggests that certain jokes wouldn’t ‘pay off’ unless you view them in the order they were created. This is just the beginning of the kinds of experimentation we’ll see as online platforms commission stories designed around bingeing behaviours.

The second new pattern of attention is The Pledge, a spectrum of activity ranging from celebrity-led Kickstarter campaigns like Zach Braff’s follow-up to Garden State, through broadcast campaigns by TV personalities like Hugh Fearnley Whittingstall or Jamie Oliver, down to individual sponsorship for marathons and fun runs. Campaigns are an interesting structure for story-telling, as they have a specific goal, and are usually time-bound. What’s changed recently is the use of campaigns, not for a specific political or social goal, but as a way for storytellers to build a relationship with the audience before the production of the story itself.

This is fascinating, as it flips the traditional power relationship in commissioning. Making and distributing stories is a risky business, with nobody really knowing what stories will find an audience, or how they will be received when they do. So up until now, someone has had to make an investment in time and money before knowing what the potential audience response would be. This has led to hedging strategies, from consolidating production and distribution into huge global companies, to specific tactics to ‘game’ the metrics of attention and increase your chances of success (eg Payola or the 19th century Claque).Kickstarter and similar sites create another way to hedge risk – to build a relationship and commitment from your audience in advance of production.

As well as hedging risk, this also has a really interesting side-effect. Building an audience of patrons before production means that you now have a commitment to an audience, and the need to talk to the audience during the process of production. The structure of rewards, updates to the pledgers and providing access to production as it happens is as much a part of the story – and the contract with the audience – as the story itself. This is a fascinating problem for people running campaign-structured stories – what do you do with your audience once you’ve achieved your goal? Even President Obama’s first election campaign – held up as a ground-breaking online campaign structure – faltered when they couldn’t translate the passion of the campaign to other, post-goal stories.

I think we’re only just beginning to see the effect this will have on storytelling – pledging is not just an alternative route to funding, its a completely different approach to storytelling with your audience, with as many risks and opportunities as traditional production and distribution.

The third pattern is The Long Live Event. This appears at first glance to be yet another manifestation of ‘The Spike’, but it’s more interesting than that. Long Live Events have two patterns – an ambient story that unfolds over long periods of time, and intermittent spikes, often developing randomly, that cause audiences to ‘flock’ to the story. The ambient story normally has a bounding format or direction, but within this format, individual stories can emerge, develop, and subside at will.

Big Brother was the first story that developed in this way, with live streams augmented by nightly ‘catchup’ programmes. More recently, The Olympics was a perfect example of a Long Live Event, and Channel 4 has been using the structure in some very innovative factual projects, including Hippo: Nature’s Wild Feast, Foxes Live and Easter Eggs Live.

Long Live Events are a pattern of attention that is much better suited to digital, as its easier to produce and distribute many streams of ambient content, and its easier to respond quicker to audiences ‘flocking’ to intermittent spikes.

There is a friction in Long Live Events which is a real challenge for broadcasters – the friction between the organic pace of a real-life story, and the stricter demands of a broadcast format. Factual programming has dealt with this in many ways in the last 50 years, from the periodic documentaries of Michael Apted’s Up series, through the ‘conflict‘ genre pioneered by Faking It & Wife Swap to the current ‘constructed reality’ shows like The Only Way Is Essex. Each of these formats has tried to solve the same problem – how to make sure unpredictable real life stories deliver the right ‘story beats’ –  the cliff-hangers and resolutions expected for scheduled broadcast television formats. Their tactics range from extremely long production cycles (the Up Series) to deliberate manipulation of events to create drama (constructed reality).

Long Live Events are a different take on this problem of how to cover long stories. The new behaviours of following and streaming content means that audiences can now dip in and out of long stories over days, weeks or months, and are more likely to be alerted to developing story points by others in their social streams flocking to the story. We’re only just beginning to understand how to tell Long Live Event stories in this way, but its something that Google seem to be pushing for as they try and understand the story-telling potential of Youtube combined with Google+ Hangouts.

The last pattern is The Report. This is a pattern that reveals a story over time based on events and data that is unique to each member of the audience. It’s best illustrated by data-monitoring services like the Nike+ Fuel Band, and mobile apps like Run Keeper, but it has huge potential for other kinds of storytelling. The Report is a story that starts from a germ of data or other contribution from the audience, and then plays out over time as regular updates, or alerts as key points are reached.

The Report is a pattern that will become more and more important as we leave longer and longer trails on the public web. Services like Timehop and OhLife use report formats to tell the story of your past online, and most social media services are now using emailed reports of your friends’ activities to try and lure you back to their services.

We used this structure for Pepysrd.com, a 10-day online storytelling project for Faber & Faber around John Lanchester’s book Capital. Using audiences’ date and place of birth, we told them the story of their lives over the next ten years, using data from public sources across the web combined with new stories written by John Lanchester.

As we have more and more services set up to monitor and track data about us across digital networks, there is a huge need to create compelling narrative formats for their reports. These will be as playful and rich as traditional story-telling formats – for example, Tom Coates from San Francisco-based Product Club has created a twitter feed for his house, and someone else has created Haunted House of Coates, an uncanny replica of the stories Coates’ devices are telling about his house and activities.

All these patterns are signs that we’re in the transition from one era of storytelling to another. As in the early part of the twentieth century, this transition will be driven by changes in audience behaviour as much as technology and business models. These new patterns are asking us, as storytellers, to face new questions – how will bingeing change the way we structure stories? How does Pledging change our attitude to risk and the involvement of audiences in our stories? How do Long Live Events change the relationship between organic stories and the formats we use to tell them? And how can we use Reports to help our audiences tell their stories?

This is why we need to focus on stories and audiences again. The last 50-60 years of mass media reduced the feedback loop between storytellers and audiences to a quiet signal, represented mainly by one big number. The early era of digital has adopted some of these old patterns, and focused mainly on the Spike and the Like, but we’re moving away from that now, and seeing the emergence of interesting new patterns that are based on more complex relationships between the audience and the storyteller.

We’re still only in the beginning, and the next couple of decades will see content industries rise and fall based on their ability to adapt and build businesses around these new patterns. There’s never been a better time to tell stories, and never a better time to be in the audience.

Notes from my Shoreditch House talk

Last week was the third in a series of lectures I’m doing at Shoreditch House on where ideas come from. The session was based around what happens inside the brain and what happens outside the brain to produce moments of insight. As usual the questions and conversations that took place after were really interesting.

So I thought it might be an idea to start ‘showing my working out’. Author, journalist and top tech braodcaster Aleks Krotoski is brilliant at publishing her thinking and research as works. I’ve blogged a lot about creativity over the years but not been great at giving more background. So here are a few articles that might shed more light on the many issues I talked about last night.

A good place to start is Roo Reynolds Collections. Roo is a former BBC colleague currently working at GDS (that just won design of the year). I invited him to talk at the first event because most collectors I know are really creative people. This is because collecting excercises your creative muscle. It powers your curiosity, imagination and appreciation. It teaches you about aesthsetics, sharpens your powers of observation, helps you understand patterns and recognise what is missing.

We build narratives around our collections as well as human connections. We strive for perfection with our collections and in doing so achieve Flow. We experiment and tinker with our collections and most importantly everything we do with them forms a pool of inspiration for future projects.

The second session was on combinatorial creativity. For years at the BBC I would hear people in creative sessions talking about how wrong it was to ‘steal’ other people’s ideas. My answer was always “It’s not where you take things from – it’s where you take them to”. I stole that line from Jim Jarmusch.

Faris Yakob talks alot about this on “Talent Imitates, Genius Steals“, which is a reworking of the Picasso quote “Good artists copy, great artists steal”, a slightly different version of TS Elliot’s “Immature poets copy, mature poets steal”, a twist on Wilde’s “Talent borrows, genius steals”. All of which are stolen from the Bible’s “What has been will be again, what has been done will be done again; there is nothing new under the sun”. Try reading the brilliant Steal Like An Artist by Austin Kleon, watch Kirby Ferguson’s amazing series Everything is a Remix and take comfort from the fact that one of our generation’s greatest film directors has stolen from every movie ever made.

In last week’s session I talked about focusing on creativity for the individual rather than the organisation. Yes, I run workshops and help organisations get the best out of their employees, but personally I think it’s better for organisations to help every member of staff to develop their own creative abilities. If you do this people will think creatively every waking moment rather than saving it for a 1 hour brainstorm. It’s a great investment inspired by, believe it or not, Pret A Manger only hiring happy people - happiness it the hard bit, teaching them to make sandwiches is the easy bit. So for more on what happens inside your head you might want to watch this excellent BBC Horizon film on the brain and creativity. John Cleese does a brilliant talk on creativity and why allowing the mind to wonder is so important. Despite being criticised for making up a Dylan Quote Jonah Lehrer is still a great writer on the subject. Try not to let the negativity surrounding him cloud the fact that Imagine is still a great read.

If you are interested in why coffee shops are important to the creative process and their role in the Enlightenment then you must read The Great Good Place by Ray Oldenburg, which Steven Johnson refers to in his brilliant book Where Good Ideas Come From. On the importance of making connections Steve Jobs knew that when people run into each other, when they make eye contact, things happen. And so he designed his buildings to ensure these connections became part of regular daily proceedures such as going to the toilet. Richard Florida talks a lot about why you should build out and not up to build creative cities and if you want to understand how the creative face of Manchester changed as a result of simple serendipity then you must watch 24 Hour Party People.

I also talked about the importance just having cups of tea with people. So, if you fancy a brew find me on Twitter. I’m also happy to talk to organisations about workshops, away days and how to get the best out of moments set aside for generating ideas.

Meet Storythings at SXSW

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When I asked Matt if he was going to SXSW he said that he has never fancied it. “But it’s like a Glastonbury for brainfood” I said. “Never liked Glastonbury” was his answer.

SXSW is not everyone’s cup of tea. I get that. It’s huge. They sell too many tickets. The choice of sessions can be overwhelming. And there are far too many giddy hipsters so desperate to find ‘the new Twitter’ that incredibly average ideas get unprecedented hype if they’re in clicking distance of the latest trend.

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So here’s the thing. SXSW is all about the planning. All of the above can be swerved if you spend a little time before you arrive orchestrating the experience you want rather than just letting SXSW happen to you. As for the hipster thing you just get very good at learning how to spot hype – which isn’t a bad skill to have in your toolbox.

For most it’s all about the parties but in six years I’ve still not been to one yet (having DJ’d and run my own parties in the UK and Ibiza I’m sure I’m missing little). For me it’s about the sessions. Before I go I spend what probably amounts to a full day researching the speakers then going through the schedule marking off the one I’m interested in.  When you get there and start speaking to people the plan inevitably changes, but a good grip of the schedule in advance is essential.

I usually split my sessions into 3 groups.

The first relating closely to what I do – helping people tell their stories and making digital culture. The second being about what I don’t do. Taking in talks about subjects I have little knowledge of is a great way of feeding the curiosity muscle.

And finally I’m looking for sessions in the area of ‘my thing’ – that being a particular subject I’ve been thinking a lot about recently.

At the moment ‘my thing’ is looking at how people are using big data in interesting ways. I love data but want to make sure we use it alongside other approaches to understanding human behaviour. My belief is better insights will come from a combination of approaches rather than just relying on a bunch of numbers.

As ever I’m really looking forward to meeting new people so if you’re in Austin and fancy a brew and a chat get hold of me on Twitter (@huey).

So here are a few of the sessions I’m really looking forward to seeing:

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Chuck Lorre in Conversation with Neil Gaiman
I’m fascinated by the creative processes of others so I’m happy to miss Al Gore speaking about future fears in favour of this excellent session that sees Chuck Lorre, the man behind ‘Big Bang Theory’ and ‘Two and a Half Men’ in conversation with author Neil Gaiman (“Stardust,” “Coraline,” and the acclaimed comic book series “The Sandman”). Two great tellers of very different stories chewing over their craft for an hour should be fun.

The Signal and The Noise
Political forecaster Nate Silver may well be an outlier when it comes to making strong predictions – he has this habit of getting it right every time. I’m yet to get around to reading his book but have read enough about him to know this will be fascinating. Should I have made that prediction? According to Nate most predictions fail because of our poor understanding of possibility and uncertainty. If we can improve our appreciation of uncertainty then our ability to predict gets better. It’s what he calls ‘the prediction paradox’. OK, I’ll hold back on my prediction for this one then.

Frenemies: Fanning the Flames of Fandom
At Storythings we talk a lot about designing for new behaviours. Understanding those behaviours is at the heart of what we do. The continued conflict between media producers and fandoms comes from a failure to understand how an audience’s behaviour changes over time. This is a growing problem that becomes more complex as new technologies develop.

Spreadable Media: Value, Meaning and Networked Culture
I’m a big fan of the work of Henry Jenkins, Sam Ford and Joshua Green who are at the forefront of thinking around spreadable media. I generally tend to avoid sessions in this area because I’ve been to so many that turn into ‘How to use Social Media 1.0′ once you are in there. Thankfully there’s no mistaking with Henry whose work is focused more in understanding the ‘why’ rather than the ‘how’ things spread. All three speakers are incredibly brilliant at what they do and the book ‘Spreadable Media‘ is as an important read today as ‘Convergence Culture‘ was when written.

Hack You: The Body is the Next Interface
Hacking the human body is exciting and terrifying in equal measure. This session looks at the moral implications of robotics, smart medicines and new bodytech developments such as mobile-enabled biofeedback apps and “spray-on” micro sensors.

Julie Uhrman and Josh Topolsky Keynote
At the heart of SXSW is indie development and disruption so it’s no surprise to see Julie Uhrman appearing as keynote speaker. Julie is founder and CEO of OUYA, the Kickstarter funded $99 free-to-play game console built on Android. While it’s too early to talk about the impact of OUYA on the games industry her story has all the ingredients of a great Keynote.

Building the Touchy-Feely World of Tearaway
Media Molecule, the guys behind Little Big Planet have built a new game called Tearaway that requires users to make things with paper. Little Big Planet was one of the first console games to tap into the creativity of the players. With Tearaway they encourage a creativity-loop outside of the game world. Their approach to the relationship between the player’s physical creativity skills and the console as an enabler is something I’d like to know much more about.

Follow me on Lanyrd to see all of my SXSW sessions.

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Notes on making the Diesel Days to Live project.

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Diesel Days To Live
Website & iOS app
Client: CP&B
Partners: Anthony Dickenson, Pulse Films
Lead Technologist: Dan Catt

I thought that enough time had passed since the the Diesel Days to Live project launched that I really should get round to writing up some notes and thoughts about some of the thinking behind it.

The brief from the client was to create an online film that gave the impression of time ‘glitching’ or fracturing, to tie in with a new campaign for Diesel Watches. We started with a week sprint at Pulse Films offices, with Pulse Director Anthony Dickenson shooting the watches with a Canon 5d and a motion control rig, whilst James Bridle and I experimented with ways to make the films interactive and playful.

The very basic premise was that we were going after something that had a video/film quality about it, a film that the user could have some interaction with. We were also inspired by the resurgence in animated gifs, particularly the 3d “wiggle” gifs that have spread around tumblr over the last year. weasel 3D Some better examples can be found here (warning, contains photos of youngsters having fun and drinking beer)… http://shakylegs.tumblr.com/tagged/3d-gif …we had a quick look at HTML5 full screen video as there’s a few useful javascript libraries out there. However we quickly found that it was probably going to lack the interaction and “live” glitching we were thinking of. Online video has evolved to be great at streaming high quality content over the intertubes by doing smart compression tricks of only sending the difference between then current keyframe and the next keyframe, and sort of magically smooshing their way forwards from one to the other. Which is great for long scenes where not much moves, not so great for videos with lots of sudden changes and most importantly terrible for playing backwards, and we kind of wanted the backwards thing. This left us with the other option, a fake “video” made up of lots of individual frames, which solved the playing backwards problem at the cost of size.

Building a “filmstrip”

This bit is fairly easy and straight forwards. In HTML we create a long horizontal “filmstrip” <div> element that holds all of the image “frames”. That filmstrip div is placed into another single frames sized div with overflow:hidden set. SlidingFilmstrip Then by jumping from one frame to another you move the filmstrip left or right by the amount needed to bring your desired frame into view, to create the animation. Something like… left offset = frame number * -frame width …so if each frame was 640px wide, frame0000 would be 0 * -640px left, frame0001 would be 1 * -640px, frame0001 is 2 * -640px and so on. This is very similar to CSS sprites, however in our case we were easily going to have over 200 frames with a width of 1024px per filmstrip, to stick them all together would make a “sprite” of about a quarter of a million pixels wide.

Solving the problem of loading in a lot of frames.

One thing we needed to be very careful about was how we went about loading frames in. The Diesel project was going to have several scenes one after another, some having up to 280 frames (around 28Mb total) each and we wanted the user to be able to enter and experience the scene as soon as possible. We approached this in a few ways.

1. non-sequential frame loading.

The simplest scene we had was one where the user moved the mouse left and right across the screen and it would “scrub” through the filmstrip. If we loaded in the frames sequentially then by the time we’d loaded in 140 frames, or 14Mb worth of images we’d still only have all the frames needed for the first half of the scene. So we did a simple trick of only loading in every 32nd frame, then every 16th, 8th, 4th, 2nd and finally all the missing frames. OffsetLoading By doing this we found that a scene was perfectly “playable” by the time every 4th frame had loaded and sometimes still ok at every 8th frame. Suddenly we could get away with starting a scene with only 70 frames (7Mb), we’d cut the load time down to 25% of the original. The rest of the frames would continue to download while the user was in the scene.

2. Key framing.

However we wanted a little more smarts going on. In some of the scene there were certain key moment, a close up view of a watch, an event (candles becoming lit/extinguished in one scene) and so on that we really wanted to be loaded before the user entered the scene. So in each scene’s definition we specified an array of keyframes which needed to be loaded in before we fell back into our 32, 16, 8, 4, 2, 1 loading pattern

3. Compressing images.

The key framing gave us another idea, along with transitions that I’ll cover in a moment. For most of the time the scene was going to be moving, either glitching around or running a sequence of frames from one point to another. As many of our frames were only going to be on the screen for a split-second or between other frames we could knock the compression of those frames right down… AdaptiveCompression …another thing we had in our favour what that we were attempting to simulate video to a degree and people were kind of used to seeing compression artefacts on YouTube and other buffering video. Which means we could get away with having jpeg compression effects all over the place on some of the fast moving frames, it wasn’t as though we had a gallery of photos that stood up to inspection on their own. We just needed to not compress the product shots or frames too much. This allowed us to apply different tuned compressed to the images and shave a huge amount off our final image sizes. The three steps taken above was enough to make the idea of loading in 280 separate frames not quite so scary and into the realms of do-able :)

Glitching

We also wanted the 3D glitching effect, with a GIF you can get the 3D effect a couple of ways. Either use a proper 3D camera that has 2, 3 or 4 lenses, or use a single camera and shoot several frames as you pan to the side. In our tests we found that in places where the camera was moving sideways, or looking into views with extreme depth (like down the stairwell at the office) we could get the 3D effect by jumping back and forwards around the current frame. Anything that involved panning worked well. PanningForGlitch As well adding some “glitching” code to our filmstrip engine we had to add a small bit of code to check to see if a frame had loaded yet, and jumping to the closest valid frame if it hadn’t.

Enter the scenes, and even smarter filmstrip.

We’re nearly at the point where we could wrap everything up and focus on just making the code work. The almost final thing was that we had not just one scene but 7 scenes (the final project had just over 2000 frames in it) and we needed a way to get from one scene to the next. To make the move from one scene to the next as smooth as possible we also prioritised “transition frames”. A scene’s description would contain the keyframes, the frames for a transition in and transition out. codesnippet The engine would load in the keyframes, then all the frames for a transition in (we wanted the user to have a good experience starting a scene) and every 4th frame for a transition out, to make sure a move from the current scene to the next would actually exists before we allowed the user into that scene. The engine would also attempted to load in the frames for the next scene while the user was still interacting with the current scene. Which means if we could keep the user playing with the current scene then we could sneakily load in the frames for the next one. LoadingPriority Sometimes a user wouldn’t hang round long enough for us to even get started on loading in the frames for the next scene, meaning we had to create inter-scene pre-loaders. We’d immediately stop loading in frames for the current scene, start the next scene’s frames loading and play the transition out frames, of which we knew we’d have at least every 4th. Then hold the user at the mini pre-loader while sucking down the next scene.

Profiling

There’s a couple more tricks we threw in to try and make the experience faster.

1. Estimating bandwidth speed.

Because we knew the average size of a frame and scene, right from the start we’d start recording the average download speed of a frame and therefor the time remaining for the current scene and the estimated time for the next scene. If we detected that loading in the scenes may take a while then we could tell the engine to only load in every other frame, i.e. not to do the final pass of loading in frames, before moving onto loading in frames for the next scene. This way for slow connections a 240 frame scene could become a 120 frames scene (give or take a few for keyframes and transitions). We also had plans for an extreme fallback which was to have single high definition frames for each scene, which are loaded in right at the start and which we also measured the download time for. If the user appeared to be on a very slow connection then we would just show the single frames with the questions over the top. Their experience would be one of just going through a gallery of images answering questions along the way. We ended up not having time to implement that feature but will probably add it into future versions of the engine.

2. Minimum frames needed tweaking.

Each scene had a suggested minimum percent of frames that needed to be loaded before we’d allow the user into the scene that we could also tweak. PercentLoaded Some scenes we felt that we could allow the user into with only 16% of frames loaded but others needed at least 75% of the frames for a good experience.

The wrap up.

Needless to say this was a fun and interesting project with various challenges. And I haven’t even got into how we managed the assets as we got frames in from the shoots, first the quick rushes then un-colour corrected frames and so on. We had to devise an identifying keyframes and compression management system for that too. Fortunately that didn’t have to be too pretty :) Of course having an awesome team to pull it all together it what make all the crazy theories work, so huge thanks to the Storythings team on this project –  Natalia Buckley, Pete FairhurstDean VipondRob & Al at Green Shoots Design, and Adrian Bigland (iOS app).

New Year, New Work, New York

 

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Happy New Year!

At Storythings HQ, 2013 has kicked off with the start of a fantastic project for a very cool client in New York. Its part of our partnership with Pulse Films, who we also worked with on a very innovative interactive film project for Diesel that launches on Monday 14th Jan, so look out for more info on that project next week.

At the moment we’re in the middle of a two week sprint with the client in the US, with Dan Catt, James Darling and Hugh Garry working with the film team from Pulse NY and with expert guidance from Kenyatta Cheese, one of the founders of KnowYourMeme. After the sprint, we’ll go into full production from Feb, so we’ll be spending a lot more time in the US. If you’d like to meet up with us whilst we’re over, then get in touch – we’d love to meet up and go for coffee.

Other than that, we’re finishing off on a project for a fantastic global charity, and having lots of fun playing around with Berg’s Little Printer. Sending jokes and notes to your family when you’re away from home is the kind of thing that Little Printer does incredibly well. It feels like a lovely kind of everyday magic. If you haven’t got one – go out and get it now and start playing and hacking!

Vacuum Days now on sale! Launch events in London & Sheffield

Storythings’ first publication – Vacuum Days by Tim Etchells – arrived from the printers in Croatia this week, and it looks *gorgeous*. We are huge fans of Tim Etchells’ work at Storythings, and feel very honoured to be publishing Vacuum Days as our first book. The book is based on his 2011 web project Vacuum Days, a year-long project announcing a rolling programme of absurd and unsettling imaginary events responding to, reworking and distorting those of the year. 2011 was quite a year for news – with the Arab Spring, Phone-hacking enquiry and Occupy movement – and Vacuum Days is a  remarkable artistic response to those events.

You can pre-order the book at a special launch discout price of £15 at our Big Cartel site now – we’ll be shipping the books from the end of next week. We’re also hosting two launch events in London and Sheffield. The events are free, but please register on the links below if you want to come along. The book will be on sale at the Launch Discount price at both events, so if you want to save on P&P, come along and save even more money!

The London Launch will be at Battersea Arts Centre from 6.15pm on Friday, 23rd November. This will be part of ‘Neon Friday’, a larger event including readings from Vacuum Days, a performance of Forced Entertainment’s The Coming Storm, and a reading of another of Tim Etchell’s works, Sight Is The Sense That Dying People Tend To Lose First. You can register for the book launch via our Eventbrite page and book tickets for the other Forced Entertainment performance from the BAC site.

The Sheffield Launch will be at Site Gallery from 6.00pm on Tuesday, 4th December. There will be readings from the text, and the opportunity to buy signed copies at the Discount Launch price. You can register for the Sheffield book launch via our Eventbrite page.

We look forward to seeing you there! In the meantime, here’s a shot of the inside of the book to whet your appetite:

Worknote #4: Working with good people, The Story and publishing a book

We’re growing rapidly at Storythings right now, and will soon be announcing some exciting news about a new partnership, and what this will mean for the work we do. At the moment we’re working on two production projects – one for a major global charity, and one for an equally famous fashion brand – and also doing some really interesting development work for two UK broadcasters.

We’ll publish some more info on these projects as they emerge, but we can say that we’re working with a roster of awesome talent on these projects. The Storythings core team now includes Kim Plowright and Andrew Birley, and on these projects we’re working with Dan Catt, Chris Thorpe, Hugh Garry, Layla West, Pete Fairhurst, Natalia Buckley, Adrian Bigland and Dean Vipond. It’s fantastic having so many incredible creative brains around the office.

Secondly, our annual event – The Story – will be happening next year on Friday, February 22nd 2013, at The Conway Hall, London. As usual, it will be an eclectic and inspiring collection of artists, scientists, directors, writers and others talking about their work and what inspires them. We’ll be announcing the speakers over the next few weeks – the first speakers are economist Diane Coyle, co-founder of B3ta.com Rob Manuel, and theatre director Alecky Blythe. Tickets for The Story 2013 go on sale on Monday, 1st October at noon. Be quick – the first batch went in under 5mins last year…

Finally, Storythings is very proud to announce its first publication – an art book edition of Vacuum Days, an online project by Tim Etchells, the renowned artist, writer and theatre director who spoke at the very first The Story in 2010. That year, we published a newspaper that Tim contributed to, creating imaginary posters for bizarre events/performances. He developed the format in Vacuum Days – a year-long online text-based project which ran live from 1 January till 31 December 2011.

Comprising a series of one-per-day posters reminiscent of live show lineup announcements, Vacuum Days proposed a rolling daily programme of imaginary events that responded to, reworked and distorted real-life events. Inhabiting and extending the zone of sensationalist media, news as pornography, hyped up current affairs, Internet spam, twitter-gossip and tabloid headlines, the project mixed reality, political and theatrical spectacle and in a stark combination of overzealous capitals and small-print conjured a set of unlikely, absurd and uncomfortable performances, lectures, contests, fights, film screenings and other kinds of public display.

We’re very pleased that the book version of Vacuum Days will be published by Storythings, on 5th November 2012. Buying a ticket for The Story on Eventbrite will give you the opportunity to get a copy at a special pre-launch price of £15, plus P&P (although you can choose to pick it up in person at The Story in February, and avoid paying any P&P at all!). One final note – as a comical and bitterly mischievous parody of sometimes shocking news events, Vacuum Days is only suitable for mature readers, and should not be purchased by the easily-offended. Any of you who saw Tim perform his monologue Star-Fucker at The Story in 2010 will know the power of his writing already.

Three interesting pointers for the future of TV

Sometimes, the most important sign that an industry is being disrupted is that no-one can agree on exactly what is changing, where things are going next, or in fact whether anything is changing at all. Like the music and publishing industries before them, the TV industry is currently working itself up into a storm of comment, analysis and denial about how the internet is changing its industry. Unlike music and publishing, TV has been experimenting with digital strategies for over a decade, but its only recently that mainstream audiences have started to change their behaviours at scale.

There are so many ways that disruption could play out in the TV market that its foolhardy to make predictions. There could be an orderly transition as broadcasters move the bulk of their commercial income from display ads measured by BARB/Nielsen to digital metrics measured by authentication. We could see a shift to new gatekeepers if Amazon, Apple, Google or Facebook ever manage to transfer their huge networks of authenticated users into the living room. Or we could see a crazy hotch-potch of services delivering genre-specific services, like MLB.tv or Youtube’s new Original Content Channels.

The drivers behind any disruption over the next five years are very complex – from emerging patterns of user behaviour to product/device innovation, the growth of talent as networks and the unpacking of existing rights models. So rather than make any predictions, here’s three things that are pointers for the ways things are going. They aren’t the destinations, but they’re worth pointing out on the journey.

Josh Sapan’s Keynote at MIPTV
Thanks to Jody Smith from Channel 4 for pointing this out to me – an excellent keynote from Josh Sapan , President and CEO of AMC, on how they see this emerging landscape. There’s lots of great stuff in here, from a recognition of emerging ‘binge-watching’ patterns around drama, to the shift from ‘appointment TV’ (driven by scheduling) to ‘connection TV’ (driven by fans desire to watch the shows they love when *they* want to) and the role of Netflix in driving interest in new seasons by letting people binge-watch past episodes. Well worth 30 minutes of your time:

Sky Now launches in the UK
The UK payTV market is very different from the US, where the success of a range of cable and satellite companies created competition that Sky has never really faced over here. In the States, all the talk is of ‘cable cutting’, and users moving to streaming services like Netflix and Hulu. Sky’s announcement of Sky Now is a remarkable pre-emptive strike against Netflix and LoveFilm in the UK, which have barely even got started over here.

They don’t face anything like the competition that the cable/satellite companies have in the US, and have a near-monopoly of premium TV, Sports and Film content, yet they’re voluntarily undercutting their premium satellite service by offering an online pay-as-you-go deal for non-subscribers. This seems like a brave move, but if you see the coming battle as a fight for customer acquisition and retention, then the opportunity cost of a non-Sky subscriber building a relationship with Netflix or LoveFilm is much greater than any potential loss by undercutting your own products. And once they’re in the family, its easier to scale users up to other products, such as broadband, phone and finally the full triple-play package. This is a very, very smart move from Sky.

Kickstarter launches in the UK
This is my favourite chart at the moment (and yes, I do have favourite charts):

Kickstarter Blockbuster Effects chart

The chart shows the effect that the game project Double Fine Adventure had when it raised over $3.3m on Kickstarter.The green line shows the point when Double Fine ended, and the bars show the number of other video game projects *not including Double Fine* that were supported on Kickstarter. In other words, this chart shows around 67,000 new people coming to Kickstarter, learning how to support a video game project, and then deciding to support other projects. Once they’d learnt the behaviour and created an account, it was easier for them to support other projects, and the huge bars on the right are a sign that they did this in large numbers.

This is important for two reasons. First, it’s an illustration that behaviours are one of the most important things to track in this fast-changing environment. If you don’t look for new things your audience are learning to do – like contributing to hashtag memes on Twitter, joining campaigns on Facebook, playing online games synced to live broadcasts, or funding projects they love on Kickstarter – then you won’t be able to see how this affects their ‘traditional’ relationship with your tv programme/film/book. Until someone else comes along with a product that ties these new behaviours to your content, and suddenly you’re out of the loop (as the Kindle did for publishers).

Secondly, Kickstarter is a really fascinating experiment in defraying risk in cultural production. When people are in denial that their industry is being disrupted, they usually go through a series of reasons why their position in the production/distribution of culture cannot be challenged. It normally starts with scale (“We’re the big company in this industry – these upstarts are *tiny*”) and when that isn’t true, it moves to a dogged belief that audiences never change their behaviours (“People are happy with how they currently buy records/read books/watch TV – only a minority will change”). Finally, the last position of denial is that making content is so expensive and specialist a task, and so risky, that only huge companies can make it financially viable.

It’s this last problem that Kickstarter solves so effectively. When you have to make something and put it out there before you know if its a hit, then this it’s true – only a big studio or TV network can possibly be in the game. But when you can put an idea out there, and get audiences to give you a firm commitment to buy (and the start of a relationship that you can use again in the future) then the amount of risk involved is trivial. More than anything, Kickstarter is disruptive because it radically shifts the risk of making and distributing culture, and very few networks or publishers have come up with a response to that yet. If I was at a company like Sky, or Channel 4, or even the BFI, who have recently taken on the task of investing in UK film that the Film Council used to own, then I’d be looking at creating a ‘follow-on’ fund for Kickstarter projects, and using that platform to take out some of the risk of investing in new talent. Sundance are already doing it, and I can see more and more companies using Kickstarter or similar tools to defray risk in the future. Of the three things here, I think this is the one that could potentially have the most disruptive effect in the next 10 years.

Netflix – commissioning for attention patterns

Netflix have just released their most recent shareholder report, and in amongst the good news on international growth and conversion from DVD to streaming customers, there’s a very interesting section on their approach to original programming.

Another way to think of originals is vertical integration; can we remove enough inefficiency from the show launch process that we can acquire content more cheaply through licensing shows directly rather than going through distributors who have already launched a show? Our on-demand and personalized platform means that we don’t have to assemble a mass audience at say, 8pm on Sunday, to watch the first episode. Instead, we can give producers the opportunity to deliver us great serialized shows and we can cost-efficiently build demand over time, with members discovering these new franchises much in the same way they’ve discovered and come to love shows like “Mad Men” and “Breaking Bad.”

The highlighted section is most interesting – Netflix are plainly stating the difference between themselves and traditional broadcasters. Because they aren’t reliant on spot advertising, they don’t have to worry about delivering a live, synchronous attention pattern around their shows. Their subscription model means that long-term engagement is more important to them than overnights; data is more important than ratings. Over the last few years timeshifting attention has become increasingly common for certain kinds of genres, particularly comedy and drama. This is a real problem for broadcasters reliant on ad breaks for their income, which is why ‘live’ event formats are becoming increasingly important to schedulers, and are moving on from reality/entertainment/sport to new genres like specialist factual (the BBC announced Planet Earth Live only this week).

If Netflix and other VOD platforms can follow HBO and build strong brands for drama and other high-value content that is not reliant on a strict schedule,  where will that leave the traditional broadcasters? Will the live event pattern be the only way they can guarantee an audience for their advertisers? Or is their future to join Netflix et al in building more income from direct subscriptions, and become less reliant on 30sec spot ads? That would be a long and painful pivot for pretty much all commercial broadcasters, as their income from online platforms is generally less than 10% of total income.

As new attention patterns develop and mature in audiences, we’ll see more and more examples of companies making major content investments based on these new patterns. Netflix’s original investment is one, Youtube’s Original Channels is another. Expect this to be a major growth area over the next 5 years.

Storythings Business Cards

Yearnotes – a year of Digital Attention

Storythings started as a company on March 18th 2011, so we’re just over a year old.

Its been a fascinating year, working with some brilliant people and clients, and developing from a bunch of ideas and contacts into a real pipeline of work and a clear sense of what the company does, and how it can grow. Talking to friends who have started companies, the constant piece of advice was to find the work you want to do, and build your company around that, rather than the other way round. Its good advice – companies are rarely forged in a single strike, but instead accrue like coral, taking shape with every decision, conversation and piece of work they put into the world.

One of the things that has refined a lot over the year is the one line pitch about what Storythings does. Our work this year has been about 50% strategy and R&D projects, and 50% making stuff (like Pepys Rd for Faber & Faber – go and play it now if you haven’t had a chance yet). This balance is important – in an age of agile and iterative culture, the lines between research, strategy and product are blurry and often irrelevant.

What unites everything is an interest in Digital Attention – the way that digital networks change the way people find, share and engage with culture. We’ve been interested in attention and culture for a long time, but this year has focused our thinking away from the debate about digital cultural products – ebooks, online video, apps, games, etc – onto digital attention – the patterns and behaviours that we use to find and share culture.

Over the last five years, digital networks have become the default way of finding cultural products for nearly all culture industries, regardless of whether the product itself is digital or not. Even if the end result is not digital, a digital network will have been involved at some point in the discovery, research, sharing, buying or remembering of that cultural experience.

Most media and culture businesses have waited until the format of their industry turns digital, but really, this is far too late. Way before then, people will have been using digital networks to find and share information about what you make. The cultural object itself is often the very last thing to turn digital.

At Storythings, we’re helping clients understand recognise these new patterns. We can already see reasonably mature patterns of digital attention in most cultural sectors, and help companies think about what this means for their cultural products and business models. We can also develop new products that take advantage of these patterns, or that encourage new patterns of digital attention to achieve specific goals.

This is a more sustainable long-term strategy than focusing on specific platforms. Facebook, Twitter & Pinterest may or may not exist in the same way in five years time, but  the patterns of digital attention that your audiences are using now will have become deeply engrained habits, regardless of whatever platforms happen to be popular. Understanding these patterns and designing for them is what Storythings is passionate about, and what we’re focusing on as we enter our second year.

So – thank you to the people who have worked with Storythings this year – James Bridle, Hugh Garry, Phil Gyford, Alex Parrott, Kim Plowright, Tassos Stevens, Blast Theory, Chris Thorpe, Dean Vipond and Tim Wright.

And thanks to everyone who has hired us for work this year – BBC, CNNi, Dazed & Confused, Faber & Faber, LBi, Manchester International Festival, MSL, P&G, Pulse Films, Speak-It Films, Syrup, and Wellcome Trust.

We’re developing a fantastic roster of clients and work – if you’d like to talk to us about working with you, please get in touch. Its going to be a very exciting second year, and it would be great to find some new clients who are as curious about digital attention as we are.