Continuing the innovation strategy work that we’ve been doing with the BBC Academy, we recently launched the ‘Choose Your Own BBC Career Journey‘ prototype. This was a piece of work that came from a requirement to investigate how we could help young people to better find their way through the maze of (helpful) advice from the BBC and partners. Most pertinently we needed to get them to the particular trainee scheme or apprenticeship that matched their interests and experience.
We wanted to rapidly prototype a new technical and editorial approach to providing careers information, so over the course of two workshops with writer and creative Helen Hutchinson, designer and UX maven Jasia Warren and product owner Don Kong, we wrestled with Twine. Twine is the rather fabulous and occasionally flaky open source technology built on top of Jeremy Ruston’s equally fabulous tiddlywiki. Twine was designed as a quick and dirty branching narrative engine, beloved of games makers, and the underlying tech grist to the gamergate controversy.
There were advantages and disadvantages to using Twine for this type of project. The development environment can be unpredictable. We were very fortunate to have developer James Reed’s help in cleaning up the code, and in bringing the product within the BBC’s technical environment, but even so we’re not certain that we’d fully trust Twine outside of a prototyping situation.
The feedback from users was encouraging though, with most respondents saying that they would like to see more ‘choose your own’ journeys from the BBC. We believe that this type of approach has value, and feel that a stronger, non-neutral editorial voice, perhaps even fronted by BBC talent, could help users to identify with a personal and trusted guide through resources. There were careers areas that we couldn’t cover including costume design and engineering, so we’d like to also cover those, and perhaps even index and tune our responses to the BBC’s search data.
We’d love to hear your thoughts on the project – please engage with us on Twitter at @kidhelios
Games fan Tom Richards believes that characters make a huge impact on a story and overall feel of a great game, but it’s where and how the characters interact that the fun happens.
Characters are the lifeblood of a good story. In books, readers develop a love for a character and cheer them on for the rest of their journey. Characters can be funny, dark, mysterious… characters can be anything. In games this is no exception. A good game can tell a story that’s enjoyable and intriguing and often it is easier to develop an affection for a character, especially if it’s the character they’ve been with for the whole game, than in a book or on TV.
For example, in my favourite game, ‘The Last Of Us’, I grew to love the main protagonist Ellie so much that when she was captured by cannibals, I couldn’t put down the controller until I had ensured her safety. However, one of the only things that can make these good characters even better are the relationships between them. Whether the characters can’t stand each other, are in love or have an unbreakable friendship that might even come under strain as the story progresses.
Throughout the game, the player controls two different main characters, Joel and Ellie. While Joel is more serious and short tempered after the death of his daughter Sarah, 14-year-old Ellie provides the comic relief, making jokes and sarcastic comments. While the two are very unlikely companions and untrusting of each other at first, the bond that grows between them as the story continues eventually drives Joel to sacrifice the future of humanity to save his new adopted daughter.
Rockstar’s Wild West sandbox game, Red Dead Redemption represents another unique relationship, which takes place between the main protagonist John Marston and his friend-turned-enemy Dutch van der Linde. Throughout Red Dead, John is tasked with taking out three of his old friends and fellow gang members. After he has killed two of the three, Javier Escuella and Bill Williamson, he goes after Dutch, the former leader of the group. After chasing each other over New Austin and West Elizabeth, the pair ends up on the edge of a cliff, Dutch having given up and John pointing a gun at him. Dutch gives up and tells him that they are “a dying breed” and that when he’s gone, “they’ll just find another monster.”
What makes this relationship especially interesting is that John can’t find the strength to shoot his old friend, even after the times that Dutch left him for dead and tried to kill him. Rather than being shot, he jumps off the cliff and kills himself after saying the words, “Our time is passed John.”
The hugely successful indie game Gone Home tells a story through the eyes of Katie, who has just returned home to find her family’s house empty. After looking around, she finds a note under Sam (her sister)’s door telling Katie not to try looking for answers as to where she is. Since there’s nobody else there, Katie looks around to find where everyone else is. As the player explores, they pick up audio tapes left by Sam. The tapes begin with her talking about her school life, how she’s referred to as the ‘Psycho House Girl’ after the previous owner of the house and her passion for writing. They also talk about a girl she sees in the senior year, wearing army uniform, called Lonnie DeSoto. What starts as a friendship between Sam and Lonnie who simply just “wanted to see the Psycho House” gradually changes into something more.
Through exploring, the player finds letters and notes passed between them, talking about the both of them sneaking off to gigs together, ghost hunting and playing video games. Then the player picks up audio tapes where Sam talks about Lonnie telling her how beautiful she is, how much she likes her, and finally, kissing her. From that point in the story, notes talk about meeting up with each other or sneaking up to Sam’s darkroom when her parents aren’t around.
The game ends with two audio tapes. In the first, Lonnie leaves to join the army and Sam doesn’t know what to do with her life. But in the final tape, Sam apologizes to Katie and tells her why she’s missing. Lonnie has decided that she doesn’t want to go through with the army and asks Sam to run away with her and she says yes. The final line in the game is: “I love you so much, Katie. I’ll see you again. Someday. Love, Sam”. This is a much more different relationship to those in other games because it not only tells an amazing story, but it’s also about a homosexual relationship of which there are few in gaming.
In order to engage its audience, a game needs good relationships between characters. Relationships are often the deepest and most interesting part of a character and when they are convincing, the story, and the game come to life.
Chromatrope have undertaken a large scale piece of innovation strategy work for the BBC Academy. The Academy is the department within the BBC responsible for creating staff learning and development training across the organisation, and includes everything from mandatory training for all staff, journalism, creativity, TV and radio craft skills as well as administering the BBC’s trainee and apprenticeship schemes. We wrote a blog post some time back about our interim work, but now have more to share on the project.
Our brief has been to create and apply an innovation strategy, to investigate how online training and development could be realised in new and different ways. Our strategic consultation has covered a pretty wide range, and where we can, we’re documenting here some of the more tactical development projects that have resulted from the work.
Open badges for learning and development was one such pilot. The initial proposal grew out of an understanding that there was a requirement for a mechanism that could help BBC staff and freelancers to record and maintain a record of their formal training within the organisation. In addition we felt it was important that the mechanism allowed users to capture their ‘informal’ and skills based learning.
Mozilla’s Open Badges project appeared to be one way for us to offer a means for the BBC to issue badges that could then be used by BBC staff as well as potentially the BBC’s audiences to record and share their skills, training and development achievements and work related learning.
Chromatrope worked with Mozilla and with stakeholders within the BBC to design and implement a series of pilot open badges from the BBC as issuer. These badges would initially recognise a user’s engagement with the ’TV Production Case Study’. To earn this badge users needed to watch and engage with a series of BBC curated films that outlined key roles in a specialist factual TV series including series producer and production manager. By doing this they could earn and display a badge which explicitly recognised their ‘understanding the essential roles in a series such as Crimewatch’.
During the discovery phase of the project we worked with a number of stakeholders to understand the editorial and technical requirements and constraints of the project. We attended Mozfest, the international gathering of Mozilla supporters and activists, where we ran a ‘Beta Badging the BBC’ workshop. Mozfest was a fantastic way for us to have face to face conversations with the creators and remixers of the technology that the BBC’s badge pilots would be using. The badge design and build itself was a straightforward process, made even simpler now that Mozilla has made it’s BadgeKit available.
The project has been evaluated and we’re hoping to see more badges from the BBC in the future. The Open University have recently announced that they are implementing open badges across some of their Open Learn content. It feels that issuing open badges should be natural progression for an organisation which is setting itself the challenge of becoming more open, with a more fluid workforce, and a requirement to where possible use existing, proven technologies and approaches. There is an interesting tension between the superficial informality of the learning captured by open badges, and the needs of an organisation to protect its reputation, and to manage risk by being obliged to provide a more formal and ‘accredited’ record of training and development. We believe that there is a place for open badges to be used more widely across organisations including the BBC, to capture and display informal learning and more formal training and development.
As part of a series of ongoing commissioning innovation work for the Open University, Chromatrope were briefed to help commission a series of short films to act as a ‘design in a nutshell’ guide to key design movements. We wanted these films to be educational (of course) but also playful, distributable and with an appealing design aesthetic.
As well as the films we outlined a brief for a fun interactive experience which would help users to discover their design alter ego. Bristol based Thought Den won the commission and did a brilliant job in turning the ideas into a reality.
Chromatrope are really delighted to be working with the terrific BBC News Labs on the development of Radar, a new ‘innovation in online news’ blog. The site is initially being used as an internal tool by the BBC’s journalists, technologists and R&D specialists, but we’re working towards opening the site up publicly in the next few months.
Radar supports the work of BBC News Labs, by identifying and tracking online and mobile news trends and technologies that might have a place within the BBC’s news canon.