Interactive comic transitions using smartphone sensor based narrative driven interaction: Master Thesis: Exploration of restrained reading progression to engagement with narrative elements
Translated title
Interactive comic transitions using smartphone sensor based narrative driven interaction
Author
Züricho, Peder Sloth
Term
4. term
Education
Publication year
2024
Submitted on
2024-01-15
Pages
8
Abstract
Previous research on interactive comics has examined the medium’s limitations and identified gamification as a form of multimodal enhancement (using multiple kinds of input and expression). Building on that insight, this study tested a non-branching interactive comic—meaning a prototype without alternative story paths. The artifact used the smartphone’s built-in sensors to offer more ways to interact, creating an interaction-driven narrative. The goal was to explore how smartphone capabilities can support interactive comics by engaging more of our sensory system. The study took the form of a game design evaluation and used the Engagement Mapping Method along with a non-ISO-style usability and user experience assessment. The results indicate a conditional potential: multimodal enhancements can increase engagement, but higher engagement by itself does not necessarily lead to a better overall experience. The paper concludes by relating these findings to the initial observations.
Forskning i interaktive tegneserier har tidligere undersøgt mediets begrænsninger og peget på gamification som en form for multimodal forbedring (flere typer input og udtryk). Dette studie bygger videre på den indsigt ved at afprøve en ikke-forgrenet interaktiv tegneserie, dvs. en prototype uden alternative fortællingsspor. Artefaktet udnyttede smartphonens indbyggede sensorer for at tilbyde flere måder at interagere på, så fortællingen blev drevet af brugerens input. Målet var at udforske, hvordan smartphonens muligheder kan bruges i interaktive tegneserier ved at aktivere flere sider af vores sanseapparat. Studiet er en game design-evaluering og anvender Engagement Mapping Method samt en Non-ISO-stil brugervenligheds- og brugeroplevelsesvurdering. Resultaterne peger på et betinget potentiale: Multimodale forbedringer kan øge engagementet, men mere engagement giver ikke i sig selv en bedre samlet oplevelse. Afslutningsvis diskuteres, hvordan disse resultater relaterer til de indledende observationer.
[This apstract has been rewritten with the help of AI based on the project's original abstract]
