Abstract
The transmediality consists of products, practices, and processes involving stories expanded in various media, either through strategic market actions or spontaneously by his prosumers. It ranges from ARGs to the complex entertainment franchise systems. In this context, it is possible to perceive an expressive design role, facing complex interfacial instances, with their respective actors, platforms, and markets. Therefore, this work, derived from an exploratory investigation that resulted in the TRADE System’s conceptual framework (Sens in Design transmídia: um sistema para análise e criação das interfaces de mundos narrativos multimidiáticos 2017), aims to present and discuss the different dimensions of transmedia design, as well as their components. The results point to a discussion about the design potentials and limitations in the analysis and creation of multimedia storyworlds.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Anderson C (2009) Free. Hachette Books, New York
Askwith I (2006) This is not (just) an advertisement: understanding alternate reality games. MIT Convergence Culture Consortium
Barney JB, Ketchen DJ, Wright M (2011) The future of resource-based theory: revitalization or decline? J Manag 37(5):1299–1315
Beddows E (2012) Consuming transmedia: how audiences engage with narrative across multiple story modes (Faculty of Life And Social Sciences). Swinburne University Of Technology
Bernardo N (2011) The producer’s guide to Transmedia. Beactive Books, Lisboa
Bolter DJ, Grusin R (1999) Remediation. MIT Press, Cambridge
Brodie RJ, Hollebeek LD, Juric ́B (2011) Customer engagement: conceptual domain, fundamental propositions, and implications for research. J Serv Res 14(3):25–271
Brown E, Cairns P (2004) A grounded investigation of game immersion. Chi ea’04. ACM, New York, pp 1297–1300
Bruns A (2006) Towards produsage: futures for user-led content production. Cultural attitudes towards communication and technology. Tartu, QUT, pp 275–284
Bryson JR, Daniels PW, Rusten G (2004) Design workshops of the World (Working Paper). Oslo. Retrieved from http://org.uib.no/design/a5304.pdf
Csikszentmihalyi M (2008) Flow: the psychology of optimal experience (harper perennial modern classics). Harper Perennial, New York
Dena C (2007) Patterns in cross-media interaction design: it’s much more than a URL. In CMID’07: the first international conference on crossmedia interaction design, pp 4–10. Umeå
Dena C (2009) Transmedia practice: theorizing the practice of expressing a fictional World across distinct media and environments (digital cultures program). University of Sidney
Cambridge University Press (2020) Cambridge Dictionary. Retrieved from http://dictionary.cambridge.org/
Coleridge ST (1817) Biographia literaria. Retrieved from http://www.english.upenn.edu
Davis CH (2013) Audience value and transmedia products. In: Storsul T., Krumsvik A. (eds) Media innovations. Nordicom, Göterborg, pp 175–190
Dinehart S (2011) Defining interactive narrative design 2. Retrieved from https://web.archive.org/web/20110227230834/http://narrativedesign.org/2009/06/defining-interactive-narrative-design-2/
Ding W, Lin X, Zarro M (2017) Information architecture: the design and integration of information spaces, 2nd edn. Morgan and Claypool Publishers
Douglas Y, Hargadon A (2000) The pleasure principle: immersion, engagement, flow. Hypertext’00. ACM, San Antonio, pp 153–160
Dowd T, Fry M, Niederman M, Steiff J (2013) Storytelling across worlds: transmedia for creatives and producers. Focal Press, Burlington
Evans E (2011) Transmedia television: audiences, new media, and daily life. Routledge, Nova York
Fine GA (1983) Shared fantasy: role-playing games as social worlds. The University of Chicago Press, Chicago
Fox M, Kemp M (2009) Interactive architecture. Princeton Architectural Press, New York
Fragoso S (2014) Imersão em games narrativos. Galaxia 1(28):58–69
Gambarato RR (2013) Transmedia project design: theoretical and analytical considerations. Baltic Screen Med Rev 81–100
Gaver W (1991) Technology affordances. In: CHI. ACM, New York, pp 79–84
Gibson JJ (1979) The ecological approach to visual perception, 2nd edn. Houghton Mifflin, Boston
Giovagnoli M (2011) Transmedia storytelling: imagery, shapes and techniques. ETC Press, Pittsburgh
Hartson R (2003) Cognitive, physical, sensory, and functional affordances in interaction design. Behav Inf Technol 22(5):315–338
Hayes G (2008) The myth of web 2.0 non-participation. Retrieved from https://www.socialmediatoday.com/content/myth-web-20-non-participation
Hayes GP (2011) How to write a transmedia production bible: 2011. 20 p. Australia: Screen Australia. Retrieved from http://www.screenaustralia.gov.au/getmedia/2b6459ab-3d05-4607-8fc6-10e1a8fff13d/transmedia-prod-bible-template.pdf
Jenkins H (2001) Convergence? I diverge. Retrieved from https://www.technologyreview.com/s/401042/convergence-i-diverge
Jenkins H (2003) Transmedia storytelling: moving characters from books to films to video games can make them stronger and more compelling. Retrieved from http://www.technologyreview.com/news/401760/transmedia-storytelling
Jenkins H (2006) Convergence culture: where old and new media collide. New York University, Nova York
Jenkins H (2009) The revenge of the origami unicorn: seven principles of transmedia storytelling (well, two actually. Five more on Friday). Retrieved from http://henryjenkins.org/blog/2009/12/revengeoftheorigamiunicorn.html
Jenkins H (2010) Transmedia storytelling and entertainment: an annotated syllabus. Continuum 24(6):943–958
Jenkins H (2011) Transmedia 202: further reflections. Retrieved from http://henryjenkins.org/blog/2011/08/definingtransmediafurtherre.html
Kalbach J (2007) Designing web navigation, 1st edn. O’Reilly Media, Sebastopol
Kinder M (1991) Playing with power in movies, television, and video games: from Muppet babies to teenage mutant ninja turtles. University of California Press, Califórnia
Laurel B (2013) Computers as theater. Addison-Wesley Publishing Co, Massachusetts
Landow GP (1997) Hypertext 2.0: the convergence of contemporary critical theory and technology (Parallax: revisions of culture and society), 2nd edn. The Johns Hopkins University Press, Baltimore
Laramée FD (2002) Game design perspectives. Charles River Media, Rockland
Lawless KA., Schrader P (2008) Where Do we go now? Understanding research on navigation in complex digital environments. In: Coiro J et al. (ed) Handbook of research on new literacies. Lawrence Erlbaum Associates, Nova York, pp 267–296
Long GA (2007) Transmedia storytelling: business, aesthetics and production at the Jim Henson Company (Master of Science in Comparative Media Studies). Massachusetts Institute of Technology
Lopes EC (2012) Uma (re)visão do conceito de experiência do usuário: a experiência como narrativa (Curso de Especialização em Comunicação Digital). Universidade de São Paulo
Marcotte E (2010) Responsive web design. Retrieved from https://alistapart.com/article/responsive-web-design
Massarolo J, Mesquita D (2014) Imersão em realidades ficcionais. Revista Contracampo 29(1):46–64
McGonigal J (2008) The puppet master problem: design for real-World, mission-based gaming. Retrieved from http://www.electronicbookreview.com/thread/firstperson/curtained
Milgram P, Colquhoun Junior H (1999) A taxonomy of real and virtual World display integration. In: Ohta Y, Tamura H (eds) Mixed reality: merging real and virtual worlds. Springer, Berlim, pp 5–27
Murray J (2017) Hamlet on the holodeck. The MIT Press, Cambridge
Norman DA (1999) Affordance, conventions, and design. Interact 6(3):38–43
Norman DA (2010) The transmedia design challenge: technology that is pleasurable and satisfying. Interact—Tangible Interact = Form + Comput 17(1):12–15
Nielsen J (2011) Transmedia design for the 3 screens (make that 5). Retrieved from http://www.nngroup.com/articles/transmedia-design-for-3-screens/
O’Brien HL, Toms EG (2008) What is user engagement? A conceptual framework for defining user engagement with technology. J Assoc Inf Sci Technol 59(6):938–955
Olbrish K (2011) The ABC’s of ARGs: alternate reality games for learning. Retrieved from http://elearnmag.acm.org/archive.cfm?aid=2019544
Osterwalder A, Pigneur Y (2011) Business model generation, 1st edn. Alta Books
Okada SL (2012) Web analytics: modelos de métricas de engajamento em mídias emergentes. Revista Brasileira de Marketing 10(3):107–126
Peters C, Castellano G, de Freitas S (2009) An exploration of user engagement in HCI. Affine’09. ACM, Boston, pp 1–3
Pratten R (2015) Getting started with transmedia storytelling: a practical guide for beginners, 2nd edn. Createspace Independent Publishing Platform, Seattle
Producers Guilds of America (2016) Code of credits—new media. Retrieved from http://www.producersguild.org/?page=cocnmtransmedia
Resmini A, Rosati L (2011) Pervasive information architecture: designing cross-channel user experiences book review. IEEE Trans Prof Commun 54(4):408–409
Rouse M (2016) Platform. Retrieved from http://searchservervirtualization.techtarget.com/definit
Rosendo N (2015) The map is not the territory: bible and canon in the transmedial world of Halo. Image—J Interdiscip Image Sci 1(22):54–64
Rosenfeld L, Morville P, Arango J (2015) Information architecture, 4th edn. O’Reilly Media, Sebastopol
Ruppel M (2009) Narrative convergence, cross-sited productions and the archival dilemma. Convergence 15(3):281–298
Sabourin E (2002) Desenvolvimento territorial e abordagem territorial—conceitos, estratégias e atores. In: Sabourin E, Teixeira OA (eds) Planejamento e desenvolvimento dos territórios rurais—conceitos, controvérsias, experiências. Embrapa Informação Tecnológica, Brasília, pp 21–37
Salen K, Zimmerman (2004) Rules of play. MIT Press
Schade A (2014) Responsive web design (RWD) and user experience. Retrieved from https://www.nngroup.com/articles/responsive-web-design-definition/
Scolari C (2009) Transmedia storytelling: implicit consumers, narrative worlds, and branding in contemporary media production. Int J Commun 586–606
Scolari CA (2013) Narrativas transmedia. Centro Libros PAPF, Barcelona
Sens AL (2017) Design transmídia: um sistema para análise e criação das interfaces de mundos narrativos multimidiáticos (Doutorado em Design, Universidade Federal de Santa Catarina). Retrieved from https://repositorio.ufsc.br/handle/123456789/187564
Sens AL, Palazzo LAM (2016) As hashtags como expressão da cultura transmidiática. In: Calegari C (ed) Cibersociedade: Fragmentos e reflexões. Deviant, Erechim, pp 113–122
Solomon MR (2016) O Comportamento do Consumidor: Comprando, Possuindo e Sendo, 11th edn. Bookman companhia editora LTDA
Stackelberg P (2011) Creating transmedia narratives: the structure and design of stories told across multiple media (School of Information Design and Technology). State University Of New York, Institute Of Technology
Tenderich B (2014) Transmedia branding. Eimo, Frankfurt
Tofler A (1980) Choque do futuro, 2nd edn. São Paulo
Toledo GM (2012) Aspectos Canônicos da Narrativa Transmidiática em Lost (Programa de Pós-Graduação em Imagem e Som). Universidade de São Carlos
Ytreberg E (2009) Extended liveness and eventfulness in multi-platform reality formats. New Media & Society 11(4):467–485
Zanetti D (2009) Repetição, serialização, narrativa popular e melodrama. Matrizes 2(2):181–194
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG
About this chapter
Cite this chapter
Sens, A.L. (2021). Dimensions of the Transmedia Design. In: Martins, N., Brandão, D., Raposo, D. (eds) Perspectives on Design and Digital Communication. Springer Series in Design and Innovation , vol 8. Springer, Cham. https://doi.org/10.1007/978-3-030-49647-0_9
Download citation
DOI: https://doi.org/10.1007/978-3-030-49647-0_9
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-49646-3
Online ISBN: 978-3-030-49647-0
eBook Packages: EngineeringEngineering (R0)