Digital Storytelling
Depending on the context in which it is invoked, the term "digital storytelling" (DST) can refer to a disparate range of practices, theories, and issues -- from performance works staged in Second Life to questions about the implications of undocumented immigrants sharing their stories via cell phones. On the one hand, this breadth of potential meanings is indicative of the vitality and variety of the artistic and scholarly practices typically associated with DST. On the other, some critics worry that this variety in fact threatens to strip the notion of DST of all useful meaning; after all, definitions are important, and agreed-upon meanings are the cornerstones of any scholarly field. That is, if DST is many things at once, is a definition even possible? More provocatively, is one even necessary?
In this forum, we reclaim DST's richness of meaning via the work of a diverse group of scholars. We propose moving the spotlight away from a narrow focus on the technical aspect to the places where the spotlight is due -- context and meaning. In so doing, we hope to expose to scholars and educational institutions a multitude of new and productive ways of thinking about the relationship between storytelling and digital technology. Below are three brief prompts written by a set of scholars exploring the topic in separate but interrelated ways. Following these prompts is a series of general questions intended to stimulate discussion and spark debate.
Digital Storytelling as Community Empowerment (Ana Boa-Ventura, University of Texas - Austin)
We have communicated cultural heritage for centuries by telling stories and singing songs. Today we continue to propagate collective memory through radio, television, newspapers and the web. In the past decade, some have contended that global media disseminate a vision that has little identity with the community they reach that these media are amorphous and / or US-driven. Some also worry that citizen journalism (CJ), while favoring local news cheaply produced by nonprofessionals, is a threat to investigative journalism and the preservation of community.
Some see the proliferation of small, cheap, web-ready cameras as a menace to the preservation of community (however broadly this term may be construed), though many see its democratizing power. This access for all comes with a commercial, as well as cultural and political, burden that is increased by a plethora of third party and video sharing services from YouTube to Vimeo and UStream.
Access for all also entails better, more accurate search / index systems, and better standards for vast video repositories. Digital stories are mostly resource-demanding video data. High performance computing (HPC) could be used in ways well beyond mere capacity, fully exploiting the spectrum of date types covered by DH tools from text and image to geodata. Moreover, HPC need not stop at the processing and indexation levels but can offer truly plastic storytelling environments where experimentation and expression are fostered through architectures of collaboration.
My three guest speakers are all key voices for DST as a community empowering, grassroots movement. Joe Lambert is the co-founder and Director of the Center for Digital Storytelling in Berkeley, arguably the organization that most has done for the worldwide dissemination and accreditation of a DST methodology. Marianna Kz from the Museum of the Person in S. Paulo, Brazil, coordinates the 1 million life stories project. Biagio Arobba, recently awarded a TeraGrid Pathways Fellowship, created the social enterprise LiveAndTell for the preservation of endangered indigenous languages through stories made of audio and photos.
Digital Storytelling: Re-Defining the Role of the Academic Library (Sherry Tuffin, Wayne State University)
Stories have always been the raison detre of libraries. The stories housed at academic libraries cover such tales as how cells divide and multiply, how cultures evolve, how wars were fought and won, and many, many more. Over the ages stories were written on cave walls, papyrus, sheepskin, and then paper. Digital storytelling is the modern expression of the ancient art of storytelling, (Rule, Center for Digital Storytelling) Today stories have gone digital and are saved in e-textbooks, e-journals, flash drives, CDs and on servers. The academic library needs to acknowledge this tectonic shift and redefine its role within the academic community.
In their book, Fostering Community Through Digital Storytelling: A Guide for Academic Libraries, Anne M. Fields and Karen R. Diaz discuss how an academic library is uniquely positioned to use digital storytelling, not only for teaching and learning purposes, but also for internal organizational development, for marketing and external development, as well as outreach to the campus community and beyond. Despite the workload faced presently by academic librarians they may soon be asked to include: digital story instruction, maintaining a digital story repository, monitoring a computer software and hardware center, create inter-department story collaborations, market university assets through digital stories, become authorizes on Internet copyright policies, and facilitate campus oral histories.
Yes, all of this means change, but if we embrace the changes as exciting, rather than frightening, this is very good news for academic libraries. As Fields and Diaz so accurately state, libraries are moving from the metaphor heart of the university to a new metaphor of crossroads of the community. I have invited the authors of Fostering Community Through Digital Storytelling, Anne M. Fields and Karen R. Diaz, to view and offer comments in this forum.
Digital Storytelling: Purpose, Practice, and Potential (Jeff Watson, USC School of Cinematic Arts)
Invoking a fear of the new and the young is a familiar response to the arrival of technological revolutions. Television, radio, the cinema, the serialized novel, and countless other shifts in how and where and why stories are told were all greeted by the least imaginative of their contemporaries with doomsday scenarios and nostalgia for ages gone by. In our time, critics like Times of London columnist Ben Macintyre dismiss the storytelling potential of the Internet as "anorexic" and anathema to the "six-course feast that is nourishing narrative."
Researchers involved in initiatives like Project New Media Literacies argue that placing narrational practices such as blogging, status updates, interactive databases, text messages, fan fiction, vidding, and other digitally-mediated communications in opposition to older cinematic, televisual, and novelistic storytelling modes is a dangerous and short-sighted position. In so doing, critics abandon any potential these new practices might have to augment and enhance -- rather than undermine or destroy -- existing cultural forms. Indeed, as recent work by a variety of artists, scholars, and designers can attest, the multiplicity of forms and the interconnectivity of authors and audiences brought about by digital and network technology constitute a deep, rich, and largely untapped well of storytelling opportunities. Participants are invited to consider the following examples and questions (and feel free to pitch in your own in the forum):
- The Whale Hunt. Can this kind of database art be considered storytelling? Jonathan Harris thinks so. If you don't, what do you think we should call something like The Whale Hunt?
- Year Zero. How do hybrid cross-platform storytelling and gameplay practices that take place in both virtual and real-world environments (e.g. Alternate Reality Games) complicate our understanding of Digital Storytelling? Is it even possible to draw a clear boundary between the real and the virtual, the digital and the analog, when such binaries are in fact deeply and fundamentally intertwined?
- Densha Otoko. How do collectively-created stories with indeterminate originary texts and authors complicate our notion of storytelling? How does our experience of reading a story change when we can participate in its creation?
Discussion: Instead of getting lost in polarizing debates about whether digital technology in general -- and social networks, video games, and electronic art in specific -- are "good" or "bad" for storytelling, we would rather move the discussion toward toward an exploration of purpose, practice, and potential. Questions participants might want to address in this regard include:
Defining Storytelling: What does it mean?
- What is digital storytelling and how is it different than non-digital storytelling? Does the attempt to corral a wide range of practices and technologies under the umbrella of "Digital Storytelling" automatically put these modes into an oppositional (rather than augmentational) relationship with "non-digital" forms of storytelling? Is it just the technology or format, or is there something inherently different about digital storytelling?
- What can digital technology offer the storyteller that other technologies cannot? How can scholars and practitioners leverage the affordances of the digital to raise awareness, expand consciousness, stir the heart, and do the other wonderful things that we can all agree stories are capable of doing? What are the unique considerations about digital storytelling?
- What is a story? Is a story something you listen to, read, or watch? Can it be all three at once? Is it something with a beginning, middle, and end, or can it have many of each? Is it singular or can it be taking place in different situations or localities at once?
Storytelling Today: How is Storytelling Changing?
- Can mobile and ubiquitous computing change the game when it comes to who gets to tell stories and who doesn't? How does it change storytelling itself?
- How does digital storytelling relate, if at all, to digital literacy? How is the debate in the US on digital literacy and the digital native differing from the same debate in Europe or Asia and to what extent are those differences a result of different histories in media production?
- What is the impact of citizen journalism particularly local news produced/reported by the non-professional - having in the profession of journalism? Is the popular sponsoring of investigative journalism a viable answer?
- What about comics and graphic novels? What kinds of stories are best expressed through this format?
- What are your favourite examples of interesting storytelling?
Storytelling Tomorrow: Archiving and Organizing Stories for the Future
- How can librarians best archive and present digital stories and storytelling technologies? How are librarians both gatekeepers of stories, as well as storytellers? How does an archive also produce a story itself? What does it mean for a librarian to be a storyteller?
- As the number and type of databases continue to expand, how can librarians (and users!) develop and maintain best practices for search terms, archival formats and tagging? Or is the very concept of best practices outdated?
- What about other models of archiving and documentation, like museums, nonprofits, radio stations, collectives, and individuals? How are these groups grappling with the huge amounts of digital material, in order to archive, preserve, showcase and study the stories?









Storytelling to save and share cultures
1. The Tiziano Project has been working to raise money to help teach Kurdish youth in Iraq and Turkey the multimedia storytelling skills necessary to tell their stories and share their culture.
http://www.tizianoproject.org/
Digitized stories that use photos, music and video can cross languages and heighten interest.
2. Another interesting observation: According to the dialogue in David Mamet's latest play "Race" courtroom adversaries who tell the best stories win!
youth - new storytelling skills?...
Dear Anne-Marie,
The Tiziano project is such a great example of the power that storytelling has in opening up minds and borders. Youth "gets it" . Why can't we?:) Thank you for bringing it up!
Let me share with you that some media organizations in Europe - Mira Media (NL); Stockholm Cityschool of Arts (SE) and Media Animation (BE) to name a few - have just launched a very interesting program: "MediaCoaches '. The idea behind it is to train those working with youth in journalism, video and other - more emerging - media. The bottom question is - what (new?) skills are associated with new forms of storytelling?
Stranger Festival is another organization in the EU doing amazing work with youth... It is not only a festival - they also organize workshops in some of the poorest regions in Europe. I quote from their site because I cannot say it better:)
"Diversity and cohesion are the two characteristics of Europe today. Age-old differences and new urban realities present their own challenges to artists, cultural workers and people everywhere. But we can begin with the youth…"
New Links
Thanks for the information on European sites dealing with media, storytelling. I will add those links to my files. Anne-Marie
re: youth - new storytelling skills
Thank you for the information about these interesting projects! I am a PhD candidate at UNC - Chapel hill, working on a dissertation focused on middle schoolers who have participated in an after-school project where they developed multimedia autobiographical stories. The teacher was motivated to get these students involved because she felt that they were not using technology in critical ways during the school day, and also because she wanted them to have more opportunities to express themselves. She worked very hard to help them develop these storytelling skills. However, my research is uncovering some interesting findings, most notable is the role of the teacher in shaping the kinds of stories that children choose to tell as well as how they choose to tell them. I am calling these "master narratives". For example, pushing kids to tell stories of struggle...
I think that the adults facilitating these programs are wonderful, but sometimes don't reflect on the cues they give to children about what is acceptable..So fascinating..
Any thoughts or experience with this?
Master Narratives
you raise a critical issue about the role of the (co-) facilitators ["master narrators," if u will] in the media making process. in 2009 i co-facilitated two digital storytelling workshops carefully crafting the themes (such as tobacco control and health disparities) based on research interests (and funding). participants were recruited and screened. in the workshops, themes mostly got thrown out the window since individuals created personal stories that were more true to their hearts/interests.
I was fine with the decision and didn't feel it was my place to force them into project themes (even though they were thoroughly informed of the themes prior to the workshop). i was more about people taking possession of the process (e.g. "finding their voice") and getting excited about the technology rather than obtaining pre-determined outcomes and tangibles. am writing up now. one of the digital stories (i'll post several others in upcoming weeks) is on my blog: sidewalkradio.net
marty
re: master narratives and Check this out!
Hey Marty and Jeff
I think it is so important to talk through these issues with both kids, and faciliators, teachers, etc. It makes so much sense that these tensions are going to arise in these projects. Sometimes we forget that autobiography is as much about the audience as it is about the storyteller..
This is one of the projects that I am looking at..co-constructed by teacher and "Sam"...
http://www.youtube.com/watch?v=-xShsQgppfY
Jeff - that vimeo is great!!! Young children approach the use of media in interesting ways..just apart of their environment. I have been reviewing a ton of literature on how children and their mothers co-construct memory and family story. Check out Autobiographical Memory and the Construction of a Narrative Self: Developmental and Cultural Perspectives.
Hi Julie, Check out this
Hi Julie,
Check out this project at USC's Institute for Multimedia Literacy: "In early November, the IML hosted a group of 4-year-old preschool students, who learned about video cameras, story structure and basic editing in a revised version of our Digital Storytelling and Recombinant Narrative Workshop. The students responded exceptionally well, using their love of stories as a foundation for thinking through screen-based narrative."
iml.usc.edu
Digital Storytelling With 4-year-olds from IML @ USC on Vimeo.
Julie, I don't have any
Julie,
I don't have any specific experience in this realm, but I just want to commend the model being used here. Anecdotally it looks to me like many kids are really honing their digital chops (and certainly their storytelling chops) by filming and posting on places like Youtube after school. It seems such a waste that this creativity is essentially "turned off" when entering the classroom, so this sounds very promising. My hope is that teachers like this will keep kids engaged and allow them to translate video editing and storytelling (and many other ... ) skills down the line into adulthood.
adorable video
Thank you Jeff for posting this adorable video. If I teach PK, I'm going to try some of these ideas. Fabulous video!!
digital storytelling draft survey
this is a very timely discussion indeed! i conceptualize digital storytelling as an intervention for reducing health disparities and influencing effective health policy (specifically tobacco control). one of the limitations w the dominant (CDS) model of digital storytelling is that it is time consuming (workshops 3 days, 8 hours a day, $495/person). While the model is flexible and has been administered in a number of different and creative formats, the workshop model needs to be re-thought and de-centered. i'm hoping to tinker w model and blend w strengths of super quick and easy Tabletop Moviemaking: www.tabletopmedia.org
I'm currently researching digital storytelling from a medical anthropology perspective. In the next 48 hours (by weds 9 dec 2009) i hope to administer an online survey (draft 2) with two health-focused digital stories and would be grateful for input from you. visit the url below to begin the survey (about 10 minutes).
2 versions of draft surveys:
1. health professionals and practitioners: www.zoomerang.com/Survey/WEB229YCL7ZYRH/Preview
2. general population: www.zoomerang.com/Survey/WEB229Y8ACXCLB/Preview
marty otanez, phd, assisant prof of political ecology, anthro dep, uc denver, http://www.sidewalkradio.net/
Hey Marty, Marientina Gotsis,
Hey Marty,
Marientina Gotsis, a colleague of mine here at USC, is working on a project that uses gameplay, digital storytelling, and mobile media as health interventions.
One of the key hurdles Marientina has encountered in implementing these new technologies into health care/disease management/preventative medicine is figuring out how to place the activity "in the flow" of the user's everyday life. As architects of digital storytelling and other participatory media platforms, it is crucial that we be mindful of the inverse relationship between breadth of participation/access and steepness of learning curves (not to mention scarcity of time). The more that people can feel like digital storytelling practices can coexist with and enhance their existing lives, instead of being something that requires regular life to be put on hold, the more likely they are to adopt such practices.
As I'm sure you've discovered through your own work, taking a user-centric design approach when conceiving of digital storytelling projects -- particularly in public health and education contexts -- is an essential step in avoiding the pitfalls we've seen in so many well-meaning but over-complicated projects that don't pay attention to the basic facts of the lives of their target audiences. If you have some time to fill us in on how you've tackled this key issue, please let us know here in the forum!
JW
Storytelling and changing health behaviors...
Marty, I was so excited to see your post; my dissertation is on tobacco cessation. I am looking at the social media features of web assisted tobacco interventions WATIs but storytelling is key for trust and community building.
I will try to pull into the debate – specifically in this area- two people who have worked with storytelling and Health in different ways: Dr. Yuri Quintana, Education Director at St. Jude Children's Research Hospital in Memphis, and Luis Saboga Nunes, faculty member at the National School of Public Health in Lisbon. Dr. Quintana uses DST for health communication; Nunes has done a very innovative work with tobacco cessation in Second Life.
sidewalkradio.net is amazing! And I am emailing you a couple of thoughts on the survey that we really appreciate you shared in this forum!
Digital Storytelling
I became very interested in digital storytelling for the topic of cancer. In particular how to educate children about cancer, empathy, grief, and related topics. Stories can not only educate but also inspire us. I attended one of Dana Atchley digital storytelling festivals and was very impressed by the stories and people , please visit http://www.nextexit.com, and some early pioneers of media such as Brenda Laurel http://en.wikipedia.org/wiki/Brenda_Laurel See her book Computers as Theater. My current work is developing cancer and healthy living education for children http://www.cure4kids.org/kids/ and the global e-health challgenge for universities http://www.cure4kids.org/university , where we are seeking innovative applications including digital storytelling for health education. Please contact me for details at Yuri.Quintana@stjude.org
'Computers as Theatre" and the 3-act structure
Thank you for posting! Brenda Laurel's 'Computers as Theatre" has some years now but I agree with you: that book is sooo inspiring! I will tell you a secret - it was that book that made me pursue digital media.:)
On a post below, Ironman said "When four-year-olds start out by making recombinant narratives, can the death of the three-act structure really be far behind?" I have to say that I side with Laurel on that one. It is all (still) about the Aristotelian dramatic structure, Freytag's triangle and similar models, which all point to the three-act structure. I am ready to be convinced of the contrary but so far...:)
The multiple nature of
The multiple nature of digital media allows for everything. I agree that the three act structure isn't going away; indeed, digital media has enabled an incredible explosion in the kinds of storytelling that embrace classical humanist narrative structure. That said, we're still in the early days. Right now -- as we've discovered through some of the discussion here -- the mainstream conception of what the "digital" is in Digital Storytelling is primarily related to the effects new technologies have had on accessibility and distribution; that is, computation and network technology have lowered the bar for independent producers to create and disseminate materials that only a few years ago were out of reach to everyone except professional media people. This is a truly great thing. However, keep in mind that story circles in Second Life aren't that different from a story circle in "real" life in terms of the way that stories get told -- in a straight line, by a single (or serial) narrator, and typically moving toward some kind of Aristotelian crisis, climax, and resolution. What Steve (ironman) was talking about was where things are going next, as the tools and means for exploiting the unique capacities or affordances of computation and global communications networks become available to a wider audience. Here I'm talking about an entirely new class of storytelling practices which have at their heart rulesets. These rulesets can be everything from code (as suggested by ironman) to human-articulated rules such as the "architectures for participation" we see on display in Big Games or Alternate Reality Gaming. The stories that emerge out of these rulesets are intricate, engaging, thought-provoking, and distinctly non-Aristotelian, especially in terms of their reception. Such stories not only violate the unities proposed by Aristotle, but often lack a clear protagonist, antagonist, central conflict, and point of view. As more than one commentator on ARGs has suggested, these kinds of games approach story archaeologically: that is, a story is discovered by the participants in pieces as they dig through the real world looking for it. Database narratives work in a similar way: the unique efforts of the user to explore the space of story bits leads them to constitute a unique view of the narrative, one which may even differ from the intentions of the authors. Authorship thus becomes an act of creating story potential rather than the ontologically deterministic argumentation demanded by linear works such as the fable, parable, anecdote, song, play, novel, or film...
All this is to say that while the three act structure is a useful one for telling linear stories, and that linear stories have a lasting and important place in our world, digital or otherwise, the unique affordances of computation provoke a range of new practices that, for generations growing up used to these affordances, will inevitably come to redefine our notion of what a story is, can, and should be.
Industrial Rules for Digital Storytelling
I was happy to read your description of all of the additional rules and the "architectures of participation" that effect digital storytelling. My dissertation examines the web content of the entertainment industry. In my research I have interviewed (and will soon be visiting) members of the creative process that produce the digital supplements that accompany traditional storytelling mediums like television and film.
One of the insights that I have gained from these conversations is that the types of institutions that structure the creative process has a direct effect on the types of digital storytelling that is produced. For example a show like "How I met your mother" on CBS is produced by the Fox television studio. Fox creates digital content designed for "rewarding" fans of the show by expanding the "world" of the story. Digital content like webisodes, alternate reality games, alternate reality websites, character blogs and deleted scenes; each come from this studio. They believe that this type of content is the stuff that fans want. Fox wants to keep the fans happy and purchasing DVDs and merchandise so they create this extra content as a promotional device. Its promotional nature does not mean that it is not storytelling. In fact it greatly expands the narrative as has been described by Henry Jenkins in Convergence Culture (when he describes Transmedia Storytelling).
On the other hand CBS also creates digital content for the "How I met your mother." CBS's web content also expands the world of the story but it is expressly designed to attract viewers to the website so that CBS can sell audience clicks to advertisers. The web content that CBS creates is typically promoted at the end of television episodes. This content allows the reader to become more engaged with the world of the story. On CBS's website viewers of the show can interact with proprietary content and expand the world of the story for their own purposes. This activity certainly demonstrates an advantage of digital storytelling but it should not be disconnected from its institutional motivations.
As Hollywood remains a major force for cultural storytelling and a major player within emerging media it behooves us to think about the institutional motivations that structure the ways that digital stories are produced.
Hi Marty (and all) I enjoyed
Hi Marty (and all) Luis here, from the National School of Public Health Lisbon, Portugal
I enjoyed your post, particularly because I think you are one of the few connecting ST & smoking cessation/prevention. I am very interested in your approach. I am curious on:
1) the paradigm of health you are using in your ST scripts when focusing on smoking,
2) the effectiveness of the message using this media, when health (not only DA) is the main goal.
I have tried to use some of the approaches and made experiments with portals and SL. The portal we have developed with Ana Boa-Ventura’s input is aimed at exploring to the maximum extent the ST approach (as you can see in www.deixar.net - on the left side of that page)
But also in Second Life I have tried a bit with this: you can have a look at
http://www.youtube.com/watch?v=1VExp8g20P4&feature=youtube_gdata
Your surveys are interesting! Are you planning also to enquire about the effectiveness of the message on health behavior changes, besides the more technical aspects of the ST approach?
Congratulations also for the http://www.sidewalkradio.net/ particularly of those from Malawi: you have versions in other languages of these materials?
digital story telling and health
This video developed by the Michigan Disability Right Coalition might interest you. It too tells a story.
Michigan Disability Rights Coalition
http://www.youtube.com/user/MIDISRIGHTS#p/a/2/opgUMJTXTYY
Thanks for finding our site!
I just joined the forum and notice my organization is linked. Thanks! That video was done by a fellow staff member using a Flip camera. I added the captions. I look forward now to going back and viewing the presentations and reading all the comments.
Dear Marty, Using digital
Dear Marty,
Using digital storytelling for medical purposes is an exciting avenue. Anne-Marie mentioned the Michigan Disability Rights Coalition (MDRC) link on YouTube. It is a short, powerful message and shows how effective digigal storytelling can be in influencing behavior and educationing people. The MDRC gives digital cameras to disabled people and encourages them to tell their story. They also offer classes on using the cameras. They use digital storytelling to:
This is an organization that is ahead of the curve in the effectiveness of digital storytelling. I am sure there are similar organizations out there using digital storytelling (DST). If anyone knows of them please let us know.
Sherry
Telling the Stories Another Way
This Forum is already leading to fascinating and important areas. Thank you for all these insights. I'm preparing my "This Is Your Brain on the Internet" syllabus for next semester and there are many ideas here already for me to pluck and insert into that course.
You ask about other organizations that use digital storytelling as part of disability rights. You might want to check out Self-Advocacy Online, a group based at the University of Minnesota, and a winner of a 2008 Digital Media and Learning Competition award. http://www.hastac.org/projects/self-advocacy-online
Also, just today Prof Faye Ginsburg (of NYU) and I were exchanging ideas and information about disability, cognition, and new media and she generously shared a number of links that I'd like to pass on.
Scott Ligon's video, Escape Velocity, (it's become a bit of a cult classic): http://www.ligon-art.com/scottvideo.html
And a video by Amanda Baggs which is on Faye's website: http://mediacommons.futureofthebook.org/imr/2007/03/28/found-in-translat... Amanda uses Computer-Mediated Communication to "speak" to those of us who do not understand her multi-sensory language. Amanda Baggs' "non-website": http://amanda.autistics.org/ Amanda made the incredible video "In Our Language" that shows her world, translating for those of us who aren't capable of mastering her language, and that packs the punchline "Just because we don't speak doesn't mean we have nothing to say."
Faye also runs a film series http://disthis.org/ with the extraordinary disability activist/dancer Lawrence Carter-Long:
What are the elements of successful digital storytelling?
Thanks to everyone for sharing some really fascinating links.
Shifting gears a little, I thought I would pose this question: In my writing courses, I’ve experimented with using ComicLife as a medium for teaching academic argumentation. Composing arguments as digital comics allows students to place themselves into a sustained conversation with other writers and foregrounds the narrative aspects of argumentation, which often get lost.
We can point to examples of successful digital storytelling. But what are the elements of successful digital storytelling? Are they transferrable to other genres and media?
Steve
Beyond the tenets of good
Beyond the tenets of good storytelling, most of which are indeed largely transferrable between genres and media, an important question to ask in this regard is, "what are the affordances of the particular storytelling medium I've chosen? What is this medium good at, and what are its limitations?" Coming to terms with these kinds of questions requires a deeper investigation of the term, "Digital Storytelling." Beyond a handful of generally-applicable statements about storytelling, it is difficult to say what the elements of successful digital storytelling are simply because the category is so broad. Nonlinear video editing, performances in virtual game spaces, mobile phone apps, and social media are all examples of potential digital storytelling platforms. Each of these platforms has very different affordances; each is good at telling certain kinds of stories, and not so good at telling other kinds of stories. So maybe the first step to getting to a "poetics of digital storytelling" is to get more specific. How about starting with a poetics of ComicLife?
Stories as system
I agree that specificity is a good way to keep the discussion from dissolving into generalities, but given the sheer number of platforms to emerge in recent years that offer the capacity for storytelling, it might also be helpful to address some of the specific structures, logics and underlying technologies that have made this proliferation of tools and narrative sensibilities possible. How about a poetics of RSS, XML or PHP? Increasingly it seems that the most interesting "stories" are those that resist the logic of a fixed artwork or closed narrative structure. Since we are talking about specifically digital modes of composition, dissemination and reception, it should be possible to address these structural issues on an equal plane with point-of-view, audio, etc. Although the copyright industries would have us believe otherwise, when we tell any story in any medium, we are planting a seed with the potential for infinite remix and reconfiguration as it circulates through social and technological spheres. Of course the Oulipo were practicing this long before the digital age, but digital storytellers have the advantage of starting with the concept of open architecture system design and algorithms that define potentials and limitations rather than fixed narrative structures. Part of what makes this an interesting moment in the history of narrative is the way technological affordances are reverse-engineering the logics of narrative pleasure. When four-year-olds start out by making recombinant narratives, can the death of the three-act structure really be far behind?
Hi everyone. I'm most
Hi everyone.
I'm most interested in this thread, and also it appears to have decided to discuss all things digital. That could take a long time.
I wonder if it's more important that we can simply identify when a story has occurred? I would suggest that the most important part is (my own humanist nature) that someone communicated something of meaning to him or her, and that it was received by a recipient. Whatever the methods, timing, reasoning, or delivery mechanism.
For instance, my work involves finding or making tools for indigenous language preservation (I'm in one of the seesmic videos above), and to me it's the contributions from fluent indigenous language speakers, and that they find value within their community, that are more important than whatever digital format the messages takes.
Sonnets from the Heart
Barobba,
I think you make an interesting point. For me, the message is the 'heart' of a digital story. Sometimes the message may not fit comfortably within the 7 element guidelines. While I would always keep an eye on the 7 elements as my road map, I also remember Daniel Meadows (a British digital storyteller) defines digital stories as "short, personal multimedia tales told from the heart."
Sounds like your work with indigenous people expressing something of meaning to him/her qualify as 'sonnets from the heart.'
Sherry
Platform Studies
Anyone interested in looking deeper into the kinds of code- and machine-level analysis Steve is hinting at here should check out Platform Studies, a series of books from MIT Press (editors: Ian Bogost & Nick Montfort) that "...investigates the relationships between the hardware and software design of computing systems and the creative works produced on those systems."
More: http://platformstudies.com/
the 7 'principles' and orality of a medium
Hi Steve and all,
I don't have the answers but more questions.:) The CDS methodology (and you can watch co-founder and Director Joe Lambert in one of the Seesmic videos in the forum prompt) stresses 7 principles for good digital storytelling: 1. Point of view, 2. dramatic question, 3. emotional content, 4. the gift of your voice. 5. The power of the soundtrack. 6. Economy. 7. Pacing. The CDS includes these in a document they call the Cookbook. I have found these principles very useful for my workshops on DST at the National University and elsewhere. With National my next challenge (launched by Dr. Thomas McCalla) is to design a curriculum on DST in Second Life.
I answer your question with yet a new twist:) How about orality of new media? Can we say that some media have stronger traces of 'orality' than others (and isn't an oral medium more prone to serve as a platform for storytelling than a non-oral one?) I recently read on Yasmin (moderated list:art-science-technology interactions around the Mediterranean Rim) - a post by artist Patrick Lichty on orality and new media referring to a recent experience of his in Second Life:
"In wondering about orality in Second Life, I return to my thoughts on the Internet as an oral culture. [...] Second Life, as a proprietary platform in an ephemeral medium, is only preserved persistently by culture in terms of writing, video, and less so in blogs. The average site in SL (anecdotally) lasts perhaps 3=6 months. And because of the user-created aspect of it, there is little static content, making it less stable than the larger Internet by far.
Therefore, I classify Second Life as a largely oral culture."
So... is medium instability a mark of orality? I have been thinking about this ever since I read his post.:)
Elements of Digital Storytelling
Steve,
The Center for Digital Storytelling (www.storycenter.org) uses 7 elements to define digital storytelling. They are:
A Point (of View)-
Stories are told to make a point and should not be presented as a recitation of mere facts. Define the premise of your story so that all parts can serve to make the point. Consider your audience and direct the point to them.
A Dramatic Question-
You want to capture your audience’s attention at the beginning of the piece and hold their interest throughout. Typically you want to pose the dramatic question in the opening lines and resolve it in the closing lines.
Emotional Content-
Emotional content can help hold your audiences attention. The images, effects, music and tone of voice all lend to contributing emotion to the piece. Try to keep the elements consistent with the emotion of the moment.
The Gift of Your Voice-
Your voice is a great gift and even thought you don’t like to hear it, others do. If you “read” your script your audience will not know how to react. Take time to learn and practice your script so you can speak in a conversational voice. Record several takes and select the best one. Trust that your audience will think it is perfect.
The Power of The Soundtrack-
Music is a big plus to a digital story. The right music can set the story in time and can convey emotion. Play music behind an image and a specific emotion is generated. Change the music behind the same image and an entirely different emotion is experienced. Sound effects can add tension and excitement to a piece, but be careful, they can be a distraction too.
Economy-
Plan to leave some of your work on the “cutting room floor”. A compact, fast moving digital story will contain only those elements necessary to move the audience from beginning to end. We know that our brains are constantly filling in (from our own experiences) details from suggestions made by sights and sounds. Don’t give every minute detail to clarify your story, let your audience fill in some of the blanks.
Pacing-
The rhythm of the piece is what keeps your audience’s interest in the story. Changing pace within the story can facilitate moving the audience from one emotion to another. Music tempo, speech rate, image duration, and panning and zooming speed all work to establish pace. Generally pace will be consistent, but one in a while it will pause, accelerate, decelerate, stop or blast-off. Trust your own senses, we all move at our own pace.
http://www.lubbockisd.org/sfirenza/storytelling/7elements.htm
Also, using comics is a wonderful teaching method. Anne-Marie Armstrong (one of our commenters) will present a story (in comic) form and then leave the last box empty for students to fill in. This requires they use logic, comprehension skills and reflect upon what they have read. I thought it was very effective. You could ask Anne-Marie about more ideas with comics.
Hope this helps, Sherry
The use of visual imagery
Hi all!
What a great discussion!
One of the things that I have noticed as the kids in my study have created digital stories is the use of the archive. Specifically, they are using Google images to tell their own family story. Supporting kids understanding of visual media might be helpful as they use this content to author..It is also interesting that the kids use digital audio to present personal identity as opposed to personal images..
An example of this: http://www.youtube.com/user/a100mark
Julie
Digital Storytelling Toolkit
Julie,
I was thinking about what you said and thought you would be interested in what the Llano Grande school has done with digital storytelling. It's a terrific website. One of my professors here at Wayne State University actually visited the school while in Texas and was impressed.
It's a Toolkit for Digital Storytelling by a school (Llano Grande) in southern Texas. They are really into digital storytelling as an educational tool - specifically constructivist teaching. There is one digital story told by one of the migrant children who goes to Utah each summer. It's excellent.
Go to:
http://captura.llanogrande.org/introduction.html
Sherry
The tools have to fit the story and the author and the audience
Agree about the breadth and depth of discussion. And thanks for the elements of digital story telling.
I think that we do need to have a framework for digital storytelling.
I also think the strategies and tools can differ.
For example, I like to use video, audio, graphics, and original art in my stories, but I did not use all of them for my first story. And my first story was a guided story, the subject was given and I personalized it. It then became my own and I did not need more guidance. I have also used comics and am very interested in Scott McLeod's expansion of comics, taking them out of the linear. Although I have found that most people can tell a story, some need to follow a structure and need to be guided in the beginning. I worked with family members and produced a short video story that convinced them that text was not the only tool for producing family histories.
There are so many great links and ideas on this forum already. Thanks, guys,
The urban plan as story
There are rich, fantastic posts in this thread so far, and I will get to reading further and responding soon, but I want to add a few thoughts especially on the first question posed in the original post. This ventures a bit farther afield from some of your responses, but I hope will still be useful as we flesh out the notion of digital storytelling.
Within my graduate program (urban planning), we are accustomed to asking what a plan is. A foundational set of definitions offered by Lewis Hopkins gives us the plan as agenda, plan as policy, plan as vision, plan as design, and plan as strategy. I don't think it's necessary for the purposes of this forum to expand on all of these, except to note that a plan can always be more than one of these, and can also be none of them.
The nature of city planning as a process rather than a product has led me to consider plans in many ways, and I'm currently considering the idea of a plan as story. As an example, several departments of the City of Detroit, nonprofit groups, and the University of Michigan collaborated last summer on a comprehensive land use parcel survey in order to, in their own words, improve "data on the condition and occupancy of residential properties in Detroit to help the city and community groups determine land use and neighborhood stabilization strategies," especially as waves of foreclosures exacerbated the emptying of neighborhoods throughout Detroit. The results provide a snapshot of the long process of urban abandonment that has been ongoing for decades. What I think the surveyors conducting remote sensing on this project may not have expected, though, is the narrative nature of their data, when compiled into a GIS map. The affordances of a large database program with a spatial map component give us a picture of this story that we may not see while passing through neighborhoods one at a time, or by hand-coding information on abandoned properties. This feels to me not like an oppositional relationship, but still inherently different; GIS and remote sensing will certainly enhance a story being told here, but I suspect there must also be factors obscured or complicated by the use of this technology.
Is this digital storytelling? I don't know yet; at the least, I think further iterations of such a survey compiled together can create a story about Detroit not achievable by other means. Whether that is digital storytelling, I will continue to mull, and I invite your thoughts as well.
Urban Planning DST
Dear Jonathon,
Wihtout knowing a great deal about urban planning this sounds to me like a database of rich information from which there are many potential digital stories to be told. You could use this information and tell stories from the point of view (POV) of the city, the people, the small businesses, etc. You could create a digital story to show all the forces that came together to create this situation (poverty, racism, economy, etc.)
Hope that helps,
Sherry
Hypermedia Berlin
Hi Jonathan and all,
As I was reading your excellent post I kept thinking of Hypermedia Berlin. The way Todd Presner and John Maciuika's team designed the platform, makes it a very participatory one... thanks to important features such as an authorship component and a community annotation feature for generating not only content but data sets. So it is a map of the city space for collective memory and individual experience, very much "a la Kevin Lynch" (whom Presner actually refers to in his article for Vectors on Hypermedia Berlin)
For me, it is that community participation, enabled by built-in features such as annotation and authorship (in sum: user generated content capabilities?) that make the environment cross the threshold between a map and a story. Your thoughts on this?:)
Hi Ana, Hi Sherry, Thanks for
Hi Ana, Hi Sherry,
Thanks for your comments. Sherry, I do think the project has potential for many stories to be created; while I am not affiliated with the project, I expect that it will in the end be used for more than stabilizing neighborhoods with many foreclosures. I'll be sure to keep the HASTAC Scholars updated on any developments there.
Ana, thanks for the reminder on Hypermedia Berlin. That project really ratchets up the contribution of individual stories and tagging of places and experiences, much farther ahead in participatory and user-generated metadata than I have seen elsewhere. I like your inclusion of community participation in order for something to become a story, and hopefully more planners will see it that way too as we continue to strive for equitable plans!
Closer to home
Closer to the Big D there is an article about the Chicago plan in the NRDC magazine, Onearth, Winter 2010.It especially relates to the pathways through and within the city and which brand of transportation is relevant and how the businesses and communities are involved and changing.
urban play/story maps/databases
Hi Jonathan,
Your post makes me think of a few projects and texts that suggest different aspects of and trajectories for spatialized digital storytelling. First, you could do worse than to check out Lev Manovich's book, The Language of New Media. Manovich talks at length about how databases are the most basic component of new media texts. "In the simplest case," he writes, "creating a work in new media can be understood as the construction of an interface to a database..." Authorship from this point of view involves the way the creator(s) of the work "...control the semantics of the elements and the logic of their connection so that...[by interacting with the database] the user creates her own narrative." (201)
Urban spaces that have been tagged with metadata constitute a fascinating new class of database that can be both physically and virtually navigated. As augmented reality applications like Layar become more widely available on mobile phones, one can imagine a world of locative media wherein layers of location-specific story are embedded on every street corner. Further, as all the data gathered by urban planners and city administrations becomes accessible, we can look forward to new visualizations a la the kinds of things Hans Rosling has done with global census data.
Finally, there is a vibrant and provacative creative movement around the notion of "urban play." Space-based games, many of which tap into mapping databases to enable their core mechanics, are becoming increasingly popular around the world. Have a look at SF0, the Come out and Play Festival, and PICNIC for some good trailheads.
Jeff
Question to Jeff
Are the projects making use of GPS and QRLs?
locative media
Hi Anne-Marie,
In a word, yes! In recent years, many artists and designers have found ways to tell stories using the GPS and barcode scanning capabilities of modern smart phones. Location-based games like LocoMatrix and The Hidden Park, for example, use GPS to embed stories and activities into kid-friendly outdoor spaces like parks and public squares. Children can explore the worlds of story that these games contain by getting out into the open air and looking around (with their parents' iPhones) -- a great example of digital storytelling that isn't bound by a screen or a desk. As I mentioned in an earlier reply, the recent explosion in Augmented Reality applications for smart phones is indicative of the enormous potential these kinds of technologies contain with respect to storytelling and play -- a potential that gets particularly exciting as users/players/participants themselves begin to tag and enrich physical space with their own virtual objects.
Two more quick thoughts related to this: first, the immediate predecessor of a lot of this kind of activity is the practice of Geocaching, which caught on about a decade ago and remains popular. Can a Geocache or a Geocacher's online profile be considered kinds of stories? Also, the ever-prescient William Gibson's recent(ish) book, Spook Country, deals extensively with the notion of locative media, augmented reality, and location-based storytelling.
Jeff
'vlogging' seesmic.tv you can:)
Just a quick technicality: You can post video replies to the 3 videos you see in the forum prompt by going straight to http://seesmic.tv/hastacscholars
You will see Biagio (who just posted by the way!), Joe and Mariana. As long as you have a (free) Seesmic registration, you can hit the reply button next to any of them and record your video reply. Just another way of contributing to the debate.:)
the story economy
With regards to empowerment, we often think of storytelling strictly in terms of social empowerment. I think part of what digital storytelling can accomplish - if we deconstruct stories to their basic information assets - is a revolution in economic empowerment and community economic development. Stories are the way that everyone will find their place in the information economy. This post will now devolve into a plug for a conference paper I co-wrote on this subject: The Story Economy: Digital Storytelling in Community and Economic Development.
Mike Nutt
StoryMapping
Regarding the thread about harnessing the potential of GPS to digital storytelling in urban (and rural and suburban, for that matter) spaces, you might want to take a look at the Center for Digital Storytelling's StoryMapping Stories site: http://www.storymapping.org/ - Anne Fields, Ohio State University
Suicide Prevention
Hi Anne it's Sherry,
Thanks for suggesting the StoryMapping Stories site. When we talked on the phone you mentioned DST is being used at the Suicide Prevention Center? I'm fascinated by that concept. Can you elaborate?
Thanks, Sherry
DST and Suicide Prevention Center
A team that participated in one of our recent workshops (Ohio State) for campus faculty and staff was a faculty member in our Counselor Education Program (College of Education and Human Ecology) and a staff member who are starting the campus Suicide Prevention Program. The faculty member and her husband, also a faculty member, both specialize in suicide prevention. One of their ideas for the campus program is to have students who either have survived suicide of a family member or have suffered from thoughts of suicide themselves create digital stories of survival. They came to the workshop to learn how to use the technology and to see how we ran our story circles. This summer we are going to do a workshop specifically for their first group--with the story circle facilitated by the Suicide Prevention Center staff because, of course, they have the subject expertise in this vervy special area that we do not--and with us offering the technical help. (When we have worked with Joe Lambert he has stressed to us that in potentially incendiary emotional situations, for instance with battered women, they often will have a mental health worker present.)
Lakota language story elements...
Hi, I just thought I would put in my two cents.
I would identify a story (from a Lakota perspective) by one or more one of the following elements, and I would try to identify a difficulty occurred during the story.
Here are the elements I use to evaluate anything:
In addition, (in order to truly love people we must understand that everyone has problems...you could call it a distraction or anomaly, but in the Lakota way this is referred to as "difficulty" tehila, and it permeates our life on earth. So, I try to identify difficulties encountered for the people involved.
For digital, I suppose I would do the same.
...
As far as community empowerment, here are some of the tools that have been used in the Rosebud Sioux Tribe area:
There is something that comes up with, scratch, for instance... The experience relies on a viewer and that's not very archival-friendly (at least as far as i know...which I haven't looked into), and there is not an easy way to export the information.
...
Also, I wanted to plug http://ilinative.org because they provide fundamental video workshops, and one of the members http://languagegeek.com makes open source fonts for Lakota (which is needed).
Hi Biagio and all - I was
Hi Biagio and all - I was going through the elements you have and trying do a mental map in my head along with the 7 Cookbook principles (CDS) Sherry and I brought up. I see intersections (emotional content) but mostly these are two different frameworks. Whereas some folks may be concerned with this multiplicity of frameworks / methodologies in DST - and may see it as discrediting the value of the area, at least as a research tool - I (obviously:)) disagree.Just look at this forum -tobacco cessation, second life, economic development... And yes the authors of these posts are all working with stories.
Biagio: I wonder if you could point us to one or two links (stories you have worked with, in LiveAndTell™)? Thanks in advance!
Example stories in Lakota
I don't know if these qualify as stories, but they are pretty close...
Normally a Lakota instructor will give the student a word list on paper. One of the words would be "car" for example. But what about the wheels? headlights? windows? (Or if it was an apple, what about the stem and the seeds?) Here is a better word list:
http://liveandtell.com/node/27618
Next, there are lots of songs that a young adult should know that are everyday songs. Here are a few examples:
http://liveandtell.com/node/32696 (Notice the vocables at the beginning? Many songs in Lakota are just entirely vocables...no words.)
http://liveandtell.com/node/32708
http://liveandtell.com/node/32705
http://liveandtell.com/node/32707 (Notice in English? That's OK.)
The last example is a Children's Dictionary & Coloring Book made in the 80's. I used all the "embedding" techniques to create a separate webpage:
http://liveandtell.com/special/lakota/coloring-book (Only the first couple of pages have been annotated. I'm working with a school that is gong to help me annotate the rest.)
Hi Biagio All posts here are
Hi Biagio & all
All posts here are worthy deeper consideration, but I would like to focus on your 4 elements to evaluate “anything”: This is exactly my matrix of health promotion and in my interventions or classes this is the structure I emphasize. As you are aware WHO definition of health, has several pitfalls: it lacks the 4 dimensions here considered and put health as a - state of -.
Nevertheless “health” is a dynamic process and people are involved in this process in different dimensions at different levels and degrees of consciousness.
Now, other than the 4 (I call them) dimensions of health you referred, there is something that has proved to be useful in my case, because it helps structure health promotion interventions, and thus I would say, helps structure a good DST: the paradigm you decide to use. Amongst the different paradigms that can be helpful, my choice has been the salutogenic paradigm.
So, how do I evaluate anything? By answering the question: is it salutogenic?
Salutogenesis (salus=health + genesis=origins) is a framework that underlies three basic structures of approach: comprehensibility (Co), meaningfulness (Me) and manageability (Ma).
So I would say if my DST has Co+Me+Ma it should impact the person's generalized resistance resources or "GRRs." This way GRRs enabled individuals to make sense of and manage events.
This is the core of my approach to health promotion. This is why I would suggest that a DST should link the 4 dimensions of the person contributing to reinforce her/his CoMeMa
Weaving Narrative Threads in Virtual Words (DST & SL)
Since Luis (all the way from Lisbon!), touched on Second Life (SL), I thought I would mention this event TODAY Dec. 9 at NOON PST for those interested in storytelling in SL.
The Metanomics community is hosting their weekly broadcast. Today the topic is (drum roll…) “Weaving Narrative Threads in Virtual Worlds” You can choose between watching it on the web or being “there” (in SL)with the speakers. You need an SL account for the latter. The guest speakers are public health folks - yes… stories and Health again in this forumJ. I am virtually sure (pun intended) that they’ll talk about Karuna * a sim in SL devoted to the lives of those dealing with HIV/AIDS and making creative services available to them in SL. Here is the video on Karuna and the World Aids Day 2009:
I will attend in SL (Ana Farber) so TP me by noon PST if you get lost. For the non SL folks: TP is a ‘beam me up Scotty” in SLJ so avatars can meet at the same location.