Wednesday, December 01, 2010

Sound of the Year: 2010 – The Vuvuzela

In the June 29th entry to his blog, Afrika Aphukira, Malawian writer Steve Sharra provides interesting sociological insight into Africa's football culture, and more specifically, the regional relevance now afforded Ghana, given their triumphant performance at the 2010 World Cup.

But for me –a music theorist living on the edge of America– the most thought provoking part of the piece is when Sharra indicates that the sound rising up from Royal Bafokeng Stadium might actually be more than just the usual crowd applause. A victory cheer was certainly in order: Ghana's national soccer team defeated the US contingent only three days before Sharra published his article. But perhaps this noisy, euphoric sound, he suggests, also represents a fanfare for a new African century.

Shara writes:

The more compelling story worth telling about the global tournament in South Africa this year has two sides to it. First is the story of what Ghana’s triumph symbolizes, at the center of which symbolism is Africa’s past and future. This symbolism is embodied in the vuvuzela, the cheering trumpet. Riding on the success of Ghana is also the story of how the 2010 World Cup has thus far proved wrong most of its critics, detractors, pessimists and doubting Thomases. The vuvuzela, much like Ghana’s Black Stars, has beaten odds to become more than a cheering instrument. It has now attained the status of an African metaphor for the unacknowledged ways in which Africa determines particular discourses at the global level. There are three narratives intertwined here. First, Ghana is carrying the hopes of the continent, and the larger Pan-African world. Second, this tournament has been remarkable for the bigger presence of players of African descent in many of the teams, especially those from Europe and Latin America. Third, the phenomenon that has become the vuvuzela takes on a significance that elevates the symbolization of Ghana’s performance thus far, as well as the widespread presence of African influence in the ancestry of the players on the field."

Then Shara points us to the June 24th Mail & Guardian Online’s Thought Leader blog, where Sarah Britten quotes The Financial Times' Peter Aspden as saying (of the vuvuzela):

“It is a joyous, life-affirming sound, of a nation entranced in pride and celebration, and expressing it through its own culture.”


That is, however, an observation that actually falls short of Shara's premise, because suddenly we realize that the vuvuzela is no longer merely the sound of 'its own culture'. To be precise, the vuvuzela's caterwauling wail has achieved nothing less than transcended culture and even transcended soccer to become the sound that defines our times.

Of course, it might be that the vuvuzela was simply the loudest (or most annoying) sound of 2010. I understand that comment, but I still think it the most significant sound of 2010.

Beating out pop songs, jingles and a seemingly infinite ensemble of machine made voices: What other sound was bigger, brasher, more memorable or more memetic? And what other sonic branding mnemonic has ever proved more easily capable of representing all these things: 1) a major multinational sporting event, 2) the sport itself and 3) both the country and the continent that hosted said sport's biggest game in the last four years?

And that's why I nominate The Vuvuzela as The Sound of the Year.

Not to mention that what the vuvuzela has come to represent is not simply a single moment in sports history, but also a moment in our collective global history. And this moment sings out with a distinctive, jubilant and multinational voice.

Did you ever ask yourself if music was powerful enough to unite the world? Well, it is, provided one sings one's chorale (or blows a horn) around a football pitch.

I have thought often whether a narrative history of the world could be written from the perspective of one one era-defining sonic moment to the next. And as of this very moment, I'm absolutely certain that it could.

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To read The Vuvuzelization of world football: Ghana & the real story of SA2010 and other thought provoking pieces by Mr. Sharra, click the link.

Photo Credit: Image by Caldwella, licensed under the Creative Commons Attribution-Share Alike 3.0 Unported license.


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HOW THE SOUND OF THE YEAR IS SELECTED:

The Critical Noise Sound of the Year goes to that sound source, event, entity, happening or concept which so effectively produces wide response and reaction, whether intentional or not, such that it stirs collective emotion, inspires discussion, incites action, or otherwise lends itself to cultural analysis and resonates across the globe.

Prior Sound of the Year winners include Auto-Tune (2009), The Housing Implosion (2008) and Mother Nature's Howl (2005)

Thursday, November 25, 2010

Mythology and Messaging

This essay is an excerpt from a longer article on Story/Message Theory, originally published November 14, 2010. To read the original article in full, click the link. Links to other excerpts follow at the conclusion of this entry.

MYTHOLOGY, MESSAGING AND NEW STORY CRASHING STRATEGISTS

Hieroglyphs: By neofob
University of Chicago Divinity professor Bruce Lincoln defines myth as "ideology in narrative form."

Myths are created out of 'idealized experiences in order to influence behavior and create ritualistic practices'.

It's this practice that more closely resembles what advertisers are attempt to do with brand 'Story Building', than simply wrapping a company or product up in a narrative.

But however marketers and advertising creatives conceive Story today, it is clear that fast evolving Time Shifting, multi platform processes and the splintering, 'Attention Protective' audiences they seem to produce will force all those who trade in Story to stop assuming everyone is on the same page.

Therefore it behooves the modern storyteller to first define for themselves the meaning of Story, and then deconstruct their model until they capably arrive at their own proprietary Story Algorithm for themselves or a given venture.

It may also be that consumers don't want to play a role in a brand's Story, nor are they much interested in a brand playing a role in their own Story. What they want in a product or service is something that fulfills function, that's dependable, that works, no fuss, no muss and at a price that can't be beat. What they want in a brand relationship is sometimes no relationship at all beyond a transaction.

For many consumers, in fact, the ideal relationship with a brand resembles the same kind of transaction one might have with a prostitute. Payment for services rendered and full stop.

Quite obviously then, some marketers, faced with disinterested consumer demographics in a highly competitive market may need to develop 'Story Crashing' techniques in order to develop a consumer fan base, which they might execute by developing new ways to get people to remember something and replicate a certain behavior.

If this sounds a little like propaganda, I think bears a closer resemblance to wishful thinking. But no doubt some talented parties will find a way to make some of their wishes (or their client's) come true.

EXPERIENCE SANS STORY: SOMETIMES THAT'S ENOUGH

New models of communication will continue to proliferate; but the variety of communications, by and large, will not necessarily constitute new  objective based Story forms. Neither immersion in nor participation in an experience is evidence that what one is immersed in, participating in, collaborating with or otherwise experiencing, is a in fact a Story experience.

But so what; floating in a pool is an enjoyable experience, sans Story. Likewise, being a pet in a fancy home may be a purposeless life, but what a life. Great experiences don't require a Story in order to be effective as remedies from stress, or as marketing platforms.

And similarly, a roller coaster is simply a thrilling ride. Maybe a thrilling ride is all one needs to create lasting impressions, spread some happiness and convince customers to buy a souvenir and tell their friends all about the fun they had.

As with Experience, Message alone can also fulfill a communications directive. It may very well be that in an increasingly visually intelligent, 'Paste Modern', Multi Screen/Attention Deficient future, advertising is reduced to tags and hieroglyphs, and the most effective marketing messages will be composed by systems analysts collaborating with information designers and creative semioticians.

Of course, they will call themselves Storytellers, certainly, but whether you think they are or not, –and how much value you assign to their efforts– will depend entirely on how you frame the term 'Story'.

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Articles in this series:

Story/Message Theory (Original full length article)
What is a Story?
The Parable/Fable Framework as Story Algorithm
The Story/Message Theory Construct
So It Goes: Vonnegut's Law
The Power of Effective Messaging
Create Engagement with Compelling Signification
Elevator Pitch: Speed Dating Signification
Static Symbolic Accentuating Triggers
Story is Dead
Leading with Message Signification
Non Linear Cross Platform Transmedia Storytelling
Mythology and Messaging

Wednesday, November 24, 2010

Non Linear Cross Platform Transmedia Storytelling

This essay is an excerpt from a longer article on Story/Message Theory, originally published November 14, 2010. To read the original article in full, click the link. Links to other excerpts follow at the conclusion of this entry.

NON LINEAR CROSS PLATFORM TRANSMEDIA INTERACTIVE STORYTELLING 

Image By wooleywonderworks
So what of digital narratology and non linear story telling?

First, what do we mean by non linear when we apply it to Story theory?
 
Is Non Linear synonymous with interactivity?

Many people indicate it as such, but Non linearity traditionally suggests absurdity, whereby one thing does not follow the other logically. However, in practical terms, there is very little if anything illogical or non linear about the human experience, much less most stories told, regardless how many platforms or plots are in play, or that we may or may not enjoy its direction or the conclusions drawn upon by measuring any activities therein, or values we assign to such things.

And try as we might, absurdity requires a linear framework in order to feel its effect. Thus, while we are all familiar with art we might describe as absurd, we are also familiar with the experience of making sense out of the nonsensical. Present two unrelated ideas or points in space to a healthy human mind and they will draw a connection. In this sense, absurdity evaporates upon detection.

American advertisers rarely attempt to present the illogical; they generally strive for clarity. So, it may be that what brand strategists and advertisers are really doing is better defined as an attempt to insert themselves into a person's own narrative, and that this is better conceived as 'Experience Shaping'. It might even be manipulation of a kind, but only if we want people to think of us first, which is true in all facets of human relationships. In the meantime, Time Shifted, Non Linear formatting and Branched Choices have simply become synonymous with Non Linear Storytelling

Whether they are or not, however, is another story.

Better I think to dispense with the notion that we are composing Non Linear stories and simply understand that hyperlinks don't fracture Story experience; they enrich it. This becomes perfectly evident when we consider games.

In speaking to an audience at the Darden School of Business at the University of Virgina, business author Dan Pink has described Storytelling as "putting facts in context and delivering them with emotional impact". This is arguably true of narrative, but I think it is an incomplete as a definitive statement regarding stories, especially stories that lend themselves to trans linear experiences. What's missing in Mr. Pink's observation is any notion of game theory.

In so far as there are goals, rules and challenges to overcome, a traditional story frames a narrative within the game of life, and its players are the characters that inhabit and interact within the fiction, –especially exemplified by the dynamic between the protagonist and antagonist and the obstacles our hero faces. However, in a trans linear story, the game is played by the audience/users, for they are the one following rules, attempting to accomplish goals and overcoming challenges.

If in addition we add the notion that someone might learn something, then we also fulfill the measure provided by Story/Message Theory.

As for non linearity, in the case of popular electronic games, any notion of non linearity is held by the story builders alone, but it's not shared by players. Players may be given a wide and complex array of choices to navigate a game by choosing one Story branch over another, but their experience is transparent, seamless and feeds back as  linear experience. In this sense, any multi choice branching video game is as non linear as a game of Tic Tac Toe or Chess.

Indeed, a game of HALO (or any video game) actually provides a linear Story Experience whose potentially unique outcome at any given moment of game play is sourced from a Choice Array. On the other hand, we might experience a multi linear film, such as PULP FICTION, as wildly non linear when if fact it simply features a non sequential narrative experience.

In the case of digital narratology, Stories are often subject to a 'Platform Cut', as we cease action on one screen and begin on another. But practically speaking, it bears little difference from a film or video edit, except that the former is also Time Shifted.

Non linearity in electronic games or marketing assets appear to describe the back-end properties inherent with the provision of a Choice Array rather than any actual non linear experience produced on screen, or across multiple screens.

Thus, CHOICE alone does not necessarily describe Non Linearity.

Image By Arenamontanus
So, it may be more practical that rather than describe Time Shifted Cross Platform communications as Non Linear Stories (though some may be), that we define them as 'Constructal' compositions (or insert your own nifty neologism here). Constructal Theory describes a natural evolutionary tendency inherent in flow systems over time.

Alternately, we can describe each Message opportunity as an anchor point (also, plot point or brand touchpoint). A set of anchor points in and of themselves does not describe a story, for the same reason Navigation does not necessarily indicate Narrative. But if one can influence an audience to connect the dots, and provide them with a purpose for doing so, then one at least has the chance of playing a significant role in each individual's own narrative. This is a model that feeds back flow systems to the audience, but is built on a backend branched choice system similar in construction to a Constellation or Conceptual Asterism.

In the Story/Message Theory model, a Conceptual Asterism is represented by Transmedia Storytelling, whereby several experiences unfold across several platforms in order to promote a film, product, service or brand.

That said, Transmedia vehicles in practice do not always deliver a Story experience. As often they represent what might be better described as supplemental non narrative theatrical exposition that employ the mainstream application of techniques that used to be more commonly called 'Experimental Art', i.e. A series of individual non narrative, immersive experiences that share a common idea or theme, and though entertaining in and of themselves, do not necessarily constitute a Story experience, although they may very well serve as enhancements to one. A score for instance, is not a Story, although it certainly enhances dramatic action and contributes to our experience of a given movie.

In any event, the very best Transmedia employs a masterful combination of multimedia design and exposition, such that one is tempted to define Transmedia professionals less as Storytellers and perhaps more as User Experience Designers whose medium is the Real World.

Wikipedia defines User Experience Design (UXD) as: "...a broad term used to explain all aspects of a person’s experience with the system including the interface, graphics, industrial design, physical interaction, and the manual. It also refers to the application of user-centered design practices to generate cohesive, predictive and desirable designs based on holistic consideration of users’ experience."

Does the label fit? I think it does. 


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Articles in this series:

Story/Message Theory (Original full length article)
What is a Story?
The Parable/Fable Framework as Story Algorithm
The Story/Message Theory Construct
So It Goes: Vonnegut's Law
The Power of Effective Messaging
Create Engagement with Compelling Signification
Elevator Pitch: Speed Dating Signification
Static Symbolic Accentuating Triggers
Story is Dead
Leading with Message Signification
Non Linear Cross Platform Transmedia Storytelling
Mythology and Messaging

Tuesday, November 23, 2010

Leading with Message Significaton

This essay is an excerpt from a longer article on Story/Message Theory, originally published November 14, 2010. To read the original article in full, click the link. Links to other excerpts follow at the conclusion of this entry.

LEADING WITH MESSAGE/ ENGAGEMENT THROUGH SIGNIFICATION

Consider a campaign designed to appeal to soccer fans. A Story that begins with a young klutz and which then tracks his or her progress and transformation into World Cup champion might work well as long format movie entertainment, but the same story would be rather to difficult to pull off as a fifteen second spot.

If we do as Vonnegut suggests, and start as near the end as possible, we will have to eliminate much of the journey. Now, a sixty second spot, if it is within our budget, although abbreviated, would still allow us to deliver a satisfying Story. However, if our audience is simultaneously distracted by other media, we may lose the desired demographic before we have a chance to present it with an attractive semiotic.

Therefore, it may be, that the best way to fulfill our marketing objective is to flip the traditional model, so that we lead with the image of a soccer player, or even a jersey and a pair of cleats, thereby capturing focus with signification, which we can then either reward immediately with narrative, or alternately cue details for a time/space shift to another medium where interested parties might even be eager to spend more time, and enjoy a longer telling of our Narrative.

Thus, by leading with symbolic data, we inspire interest and desire in Narrative, where upon delivery, every major connection strategy –Marketing Objective, entertainment value and Story– is fulfilled and concluded, and perhaps even extended.

Of course, by Time Shifting Narrative, we no longer have to condense or compromise Narrative. In fact, we can expand it, and even do so across multiple consumer touch points, so that we can now employ a non linear marketing strategy whereby S=M+N1+N2+N3... (Story = Message + Narratives)

Arguably, Pop Stars put this theory to the test every time a songwriter front-loads a song with a hook. But I wonder if sonic artisans applying craft to the moving image might also be able to apply the theory when designing audio treatments composed for traditionally constructed media, and with what results?

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Articles in this series:

Story/Message Theory (Original full length article)
What is a Story?
The Parable/Fable Framework as Story Algorithm
The Story/Message Theory Construct
So It Goes: Vonnegut's Law
The Power of Effective Messaging
Create Engagement with Compelling Signification
Elevator Pitch: Speed Dating Signification
Static Symbolic Accentuating Triggers
Story is Dead
Leading with Message Signification
Non Linear Cross Platform Transmedia Storytelling
Mythology and Messaging

Monday, November 22, 2010

Story is Dead

This essay is an excerpt from a longer article on Story/Message Theory, originally published November 14, 2010. To read the original article in full, click the link. Links to other excerpts follow at the conclusion of this entry.

IF STORY IS DEAD

Hopscotch: By Jan Tik
Is Story Dead?

In 2003 I published and essay titled This Is Where The Story Ends in which I suggested Story is dead. Of course, it's meant to be a blatantly provocative headline. However, the article took the viewpoint of a  post-production professional working in music and audio applications for film, video, theme parks and new media, witnessing the transformation of the traditional storytelling by
Hypertext.

And even though I had been working on computer art projects for well over a decade, digital media had yet to explode into the mainstream. Then, by the turn of the century,  it seemed as if Digital, multimedia, and even Transmedia platforms with interactive features were all suddenly and very realistically poised on the popular horizon like ships approaching a new world.
And although the mobile technology I witnessed at E3 in 2003 may not have enjoyed the features today's smartphones do, but the possibilities produced by portable devices that delivered communication and game playing experiences combined were already immediately evident. As a result, I concluded then that traditional storytelling was either fading away or evolving into something new and as of yet undefined.

I also arrived at the notion that while traversing links didn't necessarily connect each destination with a Narrative, the way a series of scenes in a Movie might. In other words, I concluded that Navigation does not necessarily give form to Narration.

The reason for that is that in order for Navigation to form Narrative (suitable to the construction of a compelling Story), it must be fueled with a singular Purpose.

Therefore neither Narrative alone nor the sense of self we imagine when we experience it, fulfill the litmus test for Story, engaging though it may be until we change the channel, switch stations, turn the page or click onward to the next titillating hyperlink.

Whether Fiction or Non Fiction, Narrative certainly provides simulation. But then, why shouldn't it? Active listening ignites brain activity. Heck, two people making love might even synchronize their hearts and minds as well as their bodies. But entertaining or engaging as a given activity and experience may be be in and of itself, none meets the threshold for Story until we support the Narrative (or Navigation) with Purpose (Theme) and cap with Message (Maxim).

Story will never die as a result of evolving mediums. Stories are fundamentally platform agnostic. Platforms change, but Story Experiences can be delivered with shadow puppets as much as they can with smartphones and pixels.

At the same time, our collective concept of Story has evolved to include any experience, and this may be prove an error. Games are called stories. Retail environments promise Story. Some say every great Brand delivers a Story. Whatever is happening, Stories are definitely moving 'Off Word'. 

Some new formats do deliver Story experiences, but do they all? Can we even frame Experience alone as Content or Narrative, let alone Story? Likewise, as a teaching and marketing tool, anything seems to pass the litmus test.

Are any of the following scenarios false. given the conventions?:

  • Q: What is a Story? A: Anything. 
  • Q: What is Digital Storytelling? A: Anything on a Screen. 
  • Q: What is Transmedia Storytelling? A: Anything on multiple screens. 
  • Q: What is Multimedia Storytelling. A: Anything across mediums.
No, none are false, but are any true?

If Story is anything we want it to be, than how can one possibly define it, teach it or measure its effectiveness?

To reiterate, the convention states that Narrative is synonymous with Story. However, that is not the measure by which we have made our model. Both are equally valid platforms for the creation and expression of artistic works, but Story/Message Theory is prescribed for Objective supported Storytelling.

I believe that future advertising professionals will have to transform themselves into masters of message delivery and signification, while educators may wish to decide if Story will encompass every data sequence or not.

This is not to suggest that words themselves will necessarily become less important, but only to say, when they are employed, their effective value will be measured by position and context, and that much input may arrive from a rather long tail.

In other words, if we are to hold onto both our traditional notions of story and marketing, then indeed, Story is Dead.

However, if we dispense with convention and flip the model, as indicated above, then we allow ourselves the freedom and opportunity to develop a more effective method for engaging audiences, being Objective based  'Message-Lead/Narrative-Follow'.

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Articles in this series:

Story/Message Theory (Original full length article)
What is a Story?
The Parable/Fable Framework as Story Algorithm
The Story/Message Theory Construct
So It Goes: Vonnegut's Law
The Power of Effective Messaging
Create Engagement with Compelling Signification
Elevator Pitch: Speed Dating Signification
Static Symbolic Accentuating Triggers
Story is Dead
Leading with Message Signification
Non Linear Cross Platform Transmedia Storytelling
Mythology and Messaging

Sunday, November 21, 2010

Static Symbolic Accentuating Triggers

This essay is an excerpt from a longer article on Story/Message Theory, originally published November 14, 2010. To read the original article in full, click the link. Links to other excerpts follow at the conclusion of this entry.

STATIC IMAGE AS ACTUATING TRIGGER

Luc-Henri Fage/Borneo
As with 'Help', the static image may not always present Story, but it capably delivers a Message.

We can think of a message as an Actuating or Motivating Trigger.  Either you will or you will not respond to the Trigger, but you can't ignore it completely, not to mention that with enough impressions, it will possibly produce a latent urge to act.

In fact, by the time one is an adult, conventional signs are so ingrained in the human psyche that it is nearly impossible to act on them. Consider a stop sign; consider a red or green light; consider even the compelling effect of ancient cave art. And yet few purely illustrative pieces, however rich with character or activity capably inform all audience members the same singular Story.

Granted, some static works of art do present a substantial amount of symbolic data, so much so that we can judge them to contain all the elements required of singular Story (within the Story/Message model). However, other works simply frame a composition, present a mise-en-scene or otherwise freeze a moment. At the very most, the pictorial content may indicate some point belonging to a Narrative. Alternately, in the case of signification, the generally non-verbal content devoid of Narrative is provided as a means to communicate instruction or to influence behavior and trigger immediate action.

It follows that Time may or may not be essential to Story delivery, but a chronological Data Sequence does make Story delivery easier to digest. We are perhaps better off by suggesting that a Data Set that lacks a Time element is best defined as a Puzzle. But if do choose to work within a very limited Time framework, we can advance abandon Narrative completely and still deliver a powerful Message, make a connection, trigger behavior and certainly initiate a relationship.

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Articles in this series:

Story/Message Theory (Original full length article)
What is a Story?
The Parable/Fable Framework as Story Algorithm
The Story/Message Theory Construct
So It Goes: Vonnegut's Law
The Power of Effective Messaging
Create Engagement with Compelling Signification
Elevator Pitch: Speed Dating Signification
Static Symbolic Accentuating Triggers
Story is Dead
Leading with Message Signification
Non Linear Cross Platform Transmedia Storytelling
Mythology and Messaging

Saturday, November 20, 2010

Elevator Pitch: Speed Dating Signification

This essay is an excerpt from a longer article on Story/Message Theory, originally published November 14, 2010. To read the original article in full, click the link. Links to other excerpts follow at the conclusion of this entry.

ELEVATOR PITCH: STORY OR SPEED DATING SIGNIFICATION?

5th Floor: By striatic
A 15-second commercial is exactly as long as what also commonly call a 'Fifteen Second Pitch' or 'Elevator Pitch'. As it happens, a pitch is not designed to be a story, because pitcher assumes 'pitchee' doesn't have time and perhaps lacks interest in being told a Story. It is simply a preamble to a Story, designed to pique interest. And one only need look at Hollywood, Wall Street and Silicon Valley to find evidence that well designed pitches can easily grow into million and billion dollar stories.

One might thus consider that because traditional ads in the modern world can't be relied on to motivate consumers to action (because they're too easy to ignore), it may be that a Message-Lead/Narrative-Follow will prove to be an exponentially more effective advertising model than the traditional construction (at this time).

If this sounds conventional enough, the convention has been to provide context first (Narrative), followed by Message, in hopes that a viewer will actually pay attention to the Narrative long enough to have the Message engraved into their awareness. Unfortunately, given choice, this is not the way modern audiences behave. And that's why movies themselves –full length feature narratives– are sold to audiences with a pitch, in the form of a teaser or trailer that guarantees at least one of several things:
  • Fear
  • Laughs
  • Hope
  • Tears
  • Catharsis
  • A moving experience
And the promise that you will have a good time.

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Articles in this series:

Story/Message Theory (Original full length article)
What is a Story?
The Parable/Fable Framework as Story Algorithm
The Story/Message Theory Construct
So It Goes: Vonnegut's Law
The Power of Effective Messaging
Create Engagement with Compelling Signification
Elevator Pitch: Speed Dating Signification
Static Symbolic Accentuating Triggers
Story is Dead
Leading with Message Signification
Non Linear Cross Platform Transmedia Storytelling
Mythology and Messaging

Friday, November 19, 2010

Create Engagement with Compelling Signification

This essay is an excerpt from a longer article on Story/Message Theory, originally published November 14, 2010. To read the original article in full, click the link. Links to other excerpts follow at the conclusion of this entry.

CREATE ENGAGEMENT WITH COMPELLING SIGNIFICATION

Moroccan Stop Sign: By David Ooms
Some suggest Story is inherent in our DNA or wired into our brains, but I've not seen evidence of this. It certainly makes for a very good story, as they say. But if it's true, the next question must be: What do we mean by Story? What is the structure and anatomy of Story? And are we really talking about Story or something else? Not every human experience needs to fit into a Story box in order to be validated as cognitively significant. Nor is every empathic interaction evidence of our being involved in a Story.

In other words before we can accept any claim to a unified theory of Story, we must have a unified theory of Story.

As to whether or not humans are biologically wired for Story, I'm not sure. However, I can reasonably accept the theory of Archetypes, whereby primal urges –say an instruction or urge to action– become manifest as simple forms of communication, and which eventually take initial form as symbols.

Signs, whether spoken or illustrated exemplify highly effective messaging systems that influence behavior and drive action.

Then, once a concept is born as a sign, it acquires memetic potential. If acted upon narrative is born and further develops until satiety is declared. So perhaps best to suggest that Narrative develops out of signification, and that Signification gives birth to Story.

Consider a Stop sign, or take the word 'Help', for instance:

The word 'Help' never comes at the end of a Story. If anything, 'Help' is the first word of a pretty gripping Story.

No one says: "La, I was walking down the street, minding my own business, humming a little song, when I got hit by a car, and now I'm hurt badly, in a great deal of pain, I might even be dying, and oh, by the way, I need your help."

To the contrary: If you want help, it’s the first thing out of your mouth, and you must deliver the word with a rather convincing and compelling cry, all in caps so to speak: 'HELP!' –And only then, if your audience is suitably compelled, do they run to your assistance, at which time you can be sure that they will then listen to the details of your Story, and with full and complete attention, senses overloaded, highly alert, highly receptive and definitely interested.

'HELP!' It turns out, is not just a pretty good hook, but also an effective call to action.

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Articles in this series:

Story/Message Theory (Original full length article)
What is a Story?
The Parable/Fable Framework as Story Algorithm
The Story/Message Theory Construct
So It Goes: Vonnegut's Law
The Power of Effective Messaging
Create Engagement with Compelling Signification
Elevator Pitch: Speed Dating Signification
Static Symbolic Accentuating Triggers
Story is Dead
Leading with Message Signification
Non Linear Cross Platform Transmedia Storytelling
Mythology and Messaging

Thursday, November 18, 2010

The Power of Effective Messaging

This essay is an excerpt from a longer article on Story/Message Theory, originally published November 14, 2010. To read the original article in full, click the link. Links to other excerpts follow at the conclusion of this entry.

THE POWER OF EFFECTIVE MESSAGING

Image By Mate Airman Michael D. Blackwell II
Can Message alone –sans Narrative or 'Story World' cues– possibly be an effective way to connect with people?

Yes! It happens all the time. In fact, it is often by Message alone that many connections are made. Narrative usually develops afterwards as a natural evolution stemming from reciprocal signification. We see evidence of this all the time with introductions, salutations, hand and facial gestures, gang signification, air traffic operations, –in fact, every time we simply say 'Hello' and shake someone's hand.

By this measure, in 'Real Life', Narrative proceeding Message appears to be the artificial construct of the Storyteller.

The alarm clock goes off; that's a Message. You get up and go to work; Narrative begins; that's a journey. If the alarm clock goes off after you get home, it's too late. In Real Life, Message drives Narrative. Or lacking an objective, Life feels meaningless, and while a meaningless life may suit some people, it does not make for a compelling Story, although the lesson derived by one's eventual demise certainly might in the hands of a capable biographer.

That said, the image of a life in free fall, though it might be brief, might also indeed send a powerful message to a passerby, and that message might fuel their own story. This is the power of Message sans Story, to impact lives and initiate a journey.

Therefore, if one's assignment is to create a means by which to influence behavior and drive action, a Message Lead model may be more practical, more effective and less costly than attempting to tell a Story and hoping customers will hang around long enough to hear your Message. Indeed, in a fast paced world, Message may prove a more acceptable interaction with consumers than pushing a 'Story Squeeze'. That's because:
  • Messages influence Behavior 
  • Messages Trigger Connectivity.
  • Narrative follows Message (in the real world)
  • Shared stories that follow reciprocal signification (Message) lead to relationships.
Bear in mind Message is not synonymous with Introduction, except insofar as an Introduction may be facilitated by Signification.

No doubt the day will come when video commercials will be produced at lengths even shorter than 15 seconds. Network Television and cable already create 5-second 'bumps' and IDs. What is the message here? With apologies to Marshall McLuhan: The message is the message. 

And while the notion of a 5-second or even 1-second product or service commercial may seem like science fiction now, the use of a gif or gif like video to communicate branding is quite conceivable, as is the notion of printed video; how else might we describe video signification on electronic billboards and signs?

1-SECOND MESSAGING: THE FUTURE OF ADVERTISING?

 

It’s not that people lack patience for stories (though it may seem that way to content makers), but that given the multitude of distribution channels, a rapt audience is no longer guaranteed. So, people have lots of time for stories. They just don't have time for yours.

Narrative, it turns out, is no longer –or at least not always– the bait for Message. Therefore, rather than charge consumers a pitch after watching an entertaining Narrative,  it might be a better strategy to reward consumers with Narrative if they've accepted an enticement to connect (Message). In other words, shift Story in time and purpose, and possibly space, from print or TV to Interactive Media, by way of a chain of initiating Messages themed together by Narrative, and keep skipping across as many screens as one's budget allows or a given demographic demands).

In this way, Narrative is presented as a reward to consumers and audiences for responding to introductory signification. Are customers interested in your story? Probably not; why should they be? However, a compelling Introduction might make some curious.

Notwithstanding the Super Bowl when some consumers tune in to watch the commercials, advertising is considered an interruption to most people's lives. So, how do you get customers become advocates? One way might be to reward response to signification with something of value to a customer, and thereby begin if not a shared narrative, an opportunity to play a role in their Story.

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Articles in this series:

Story/Message Theory (Original full length article)
What is a Story?
The Parable/Fable Framework as Story Algorithm
The Story/Message Theory Construct
So It Goes: Vonnegut's Law
The Power of Effective Messaging
Create Engagement with Compelling Signification
Elevator Pitch: Speed Dating Signification
Static Symbolic Accentuating Triggers
Story is Dead
Leading with Message Signification
Non Linear Cross Platform Transmedia Storytelling
Mythology and Messaging

Wednesday, November 17, 2010

So It Goes: Vonnegut's Law

This essay is an excerpt from a longer article on Story/Message Theory, originally published November 14, 2010. To read the original article in full, click the link. Links to other excerpts follow at the conclusion of this entry.

SO IT GOES: VONNEGUT'S LAW

Kurt Vonnegut: By Rashawerakh
Once we reduce the the familiar Parable/Fable Story Framework into a fundamental algorithm, and limit our concept of Story to this specific formula, we also gain immediate insight how the component parts of Story may by themselves be useful communications tools.

Certainly, in a world where attention spans are said to be diminishing, and communications as a result are increasingly abbreviated, then we must eventually ask ourselves, 'Do I need to tell the whole story? Or even a Story?'

And upon examination, we might conclude that if the task is simply to engage, that Story is the wrong tool, and that a more effective approach would be to simply deliver a Message sans Narrative, or to flip the Story/Message model and follow Message with Narrative, as often happens 'in the real world'.

Messages by themselves can be effective and cost efficient means to inviting focus and sustained attention. And when audiences are stingy with attention, Story is definitely not the solution.

Novelist Kurt Vonnegut suggested writers of short stories start as near the end as possible.

But what does it mean to begin a Story fifteen seconds before its conclusion, even if we take into account the additional magic and time manipulation the moving image affords us?

It's as if you began the biography of a great man or woman with his or her funeral and never got around to explaining the importance of this figure:

Once Upon a Time,
[Insert Name of Great Historical Figure],
May He/She rest in peace.
The End.


In practice, we might also condense a Story, not by simply skipping to the end, but by opening at the beginning and summarizing the journey.

Imagine a series of plot points along a line, like pearls on a necklace. We can string those plot points along a short or long thread, thereby reducing or lengthening our Story, while retaining most if not all the plot points.

However, this technique not withstanding, at what point, it is fair to ask, does the semblance of Story disintegrate as a result of brevity? And can Message alone be an effective tool at fulfilling a marketing objective as the traditional model of Narrative + Message?

We know from direct experience that twenty or twenty five seconds is quite enough to panic housewives that their marriages are on the cusp of dissolution lest they figure out a way to make their whites whiter, and that within another five or ten seconds we might provide them with a relationship saving bleach. –Hence, the thirty-second spot.

But while fifteen-second commercials modeled on a tradition construction may or may not work (as a means to fulfilling a marketing objective) what’s interesting is the following is also true:

M=FO

i.e.:

Message = Fulfilled Objective

+      +     +

Articles in this series:

Story/Message Theory (Original full length article)
What is a Story?
The Parable/Fable Framework as Story Algorithm
The Story/Message Theory Construct
So It Goes: Vonnegut's Law
The Power of Effective Messaging
Create Engagement with Compelling Signification
Elevator Pitch: Speed Dating Signification
Static Symbolic Accentuating Triggers
Story is Dead
Leading with Message Signification
Non Linear Cross Platform Transmedia Storytelling
Mythology and Messaging