12. Conducttr listens
for events and
responds based
on the story and
game mechanics
created by the
experience
designer…
... publishing
videos; turning on
a light; vibrating a
bracelet, awarding
badges, sending
tweets…
What is Conducttr?
16. Multi-channel Learner and Instructor Interface
Real-time Interaction Engine (“trigger processing” system)
Authoring
System
Content
Management
Training Scenario After-Action
Review and
Analysis
Personas Narrative
Decisions Roles
Real-time
Feedback &
Instructor Input
Domain
Knowledge
Instruction
al Strategy
Experience
Tracking
Learner
States
Learner
Gains
Web, Mobile, Email, Social Media, SMS & Phone Calls, Wearables, NFC,
iBeacons, IoT, External systems
Learning
Record Store
Learner Data
Intelligent Training System
17. Learner Personalization
Individual Group Team
Everyone
Great for team
experiences:
• Information asymmetry
• Hidden profile
• Mixed messages
• Confirmation bias
• Inadequate information
19. Creating a transformative experience
Experience
Pedagogical
Feedback & Assessment
Scaffolding
Training objectives Facts & procedures
Characters
Choices
Consequences
Narrative
20. Creating a transformative experience
Experience
Pedagogical
Memory
Engagement
Distributed practice (time)
Localized (place)
Multimedia
Resonant
Motivation
Personalization
Flow
21. Definition
• Requirements
• Goals
• Success Criteria
•KPIs, measurement
• Scope
•Countries, Territories,
Languages, Number of Audience
•Interworking with other
companies & technologies
•Timing & duration
•Budget
• Customer
Development
• Define the World
•Story, Experience, Premise,
Goals, Audience, Platforms,
Execution
• One Sheet
• Title, log line, call to action,
short synopsis
• Creative direction
• look & feel, tone, mood, age
rating, violence, language
• Team
• Risks
• Principal resources
• names and availability
• Principal creative
• Principal technical
development
• Inbound: Licensing &
copyrights
• Outbound: Franchising,
merchandising and licensing
• Community
• management, editorial,
legal
• Business Case
Design
• Define the story
•Premise, Themes, Characters, Locations,
Periods, Objects, Factions, Hierarchies
• Define the Experience
•Gaming, Role-playing, Exploring, Observing
• Define the Execution
•Timing, Events, Platforms, Pacing
• Write Synopsis
• Develop
Synopsis into Scenes
• Design the Engagement
• Design Interaction
• Platform-specific documentation
• Marketing Communications
• Series synopsis & arcs
• Future stories
• Media assets
•Video, audio, image, text, mobile, web
• Events & locations
• Merchandise
• Touchpoints
•Owned, Paid, Earned
• Languages, countries, geo-restrictions
• Capacity planning
• Controls
Delivery
• Design Operations
•Editorial & Legal processes,
Social media guidelines,
Community management,
Escalation
•Production
•Implementation & testing
• Audience building & community
outreach
•Marketing communications
• Advertising, SEO, paid Search,
Seeding, PR, Social media
•Launch
•Operations
•Metrics
Project Workflow
22. Define the
World
• Story
• Experience
• Audience
• Platforms
• Goal
• Execution
Define the
Story
• Premise
• Themes
• Characters
• Locations
• Periods
• Objects
• Factions
• Hierarchies
Define the
Experiences
• Goals
• Gaming
• Role-playing
• Exploring
• Observing
Define the
Execution
• Timing
• Events
• Platforms
• Pacing
What can we use
from the storyworld
to inform
participation?
What types of
activity will meet
our goals?
How are the
audience activities
realized?
Who is this for and
what are our goals?
Designing the Participatory Storyworld
23. Designing the Participatory Story
5. Write
synopsis
•Premise
•Themes
•Characters
•Conflict
6. Develop
Synopsis into Scenes
•Information revealed
•Character development
•Audience quests
7. Design the
Engagement
•Personalization
•Actions
•Teams
•Pacing
•Motivations
•Immersion
7. Design the
Engagement
•Personalization
•Actions
•Teams
•Pacing
•Motivations
•Immersion
6. Develop
Engagement into Scenes
•Information revealed
•Audience quests
•Character development
5. Write
synopsis
•Premise
•Themes
•Characters
•Conflict
8. Design the
Interaction
•Platforms
•Media
•Out-of-World
•In-World
•Block diagrams
•User Journey
• platforms
•phases
9. Design the
Operations
•Editorial process
•Legal process
•Social media
guidelines
•Community
management
•Escalation
•Metrics
Story-first approach
Experience-first approach
28. Mountain rescue
• Learning objective: What to do in the cold (method and facts)
• Solution: must keep warm & read weather reports
• Process knowledge:
– Determine scope of the problem
– Interpret the data
– Implement strategy to resolve the crisis
29. Mountain Rescue scenes
Chalet Outside In Car Drive Away
Go outside
Stay in chalet
Turn back with wood
Keep going
Scene characteristics
Heat loss
Risks
Resources
Options
30. Choices & Challenges Learner Role & Tasks
Feedback & Reflection Data Input
• Learning
• Process: assess situation/determine resources
• Facts: body response at different temperatures
• Feedback
• Body temperature updates (colder or warmer)
• Final report with comparison of choices against
expert advice
• Mission brief: opening phone call describes
dilemma
• Case data
• Chalet website
• Weather report email
• Guides
• Familiarity with choose-your-own-
adventure
• Decisions
• Change in body temperature
• Uncertainty
• Avalanche info
• Lack of visibility
• Stress
• (rapid) heat loss
• Keys don’t work? ;)
• Cognitive skills
• Understand the weather report
• Understand distance to safety
• Roles
• Guide a friend
• No power to take direct action
Mountain rescue characteristics
35. Conducttr delivers engagement
• use real-life situations - strengthens
relevance and motivation, demonstrate
actual on-the-job benefits
• interactive, branching consequences -
provides multiple learning pathways and
relevancy
• Allows focus on doing rather than just
knowing - learner is an active participant