Narrative and Technology '09
Tait McKenzie Johnson's Final Portfolio
Reflective Statement
At the beginning of this class I had certain expectations for how
stories are created and what makes for quality narratives. As I
explained in my literacy narrative, I was interested in stories that
reach beyond the contents of mass cultural media, that are intentional,
harmonious across levels, and allow for an interconnection between the
stories we tell and our personal lives. One of the greatest
challenges to these expectations for quality narratives was that,
though I have struggeled with stories for most of my life, many people
have not, and the ability to tell good stories should be available to
everyone. Even still, as I discovered in my Audio Essay, even
telling one's personal stories is difficult, and often constrained by
the mediums and conventions of the typical forms we tell stories in.
And yet there is still a human need and ability to tell stories.
Despite my expectation that stories should be wholly novel, I found in
creating my Video Essay that anything one could tell a story about in
the world has the potential to be quality, changing the focus from what
is told to how the telling is constructed. The novelty is in how
we personally intermix the things we want to narrate. As we saw
reading Heidegger's essay on technology, everything we can imagine is
waiting for us to tell a story about it, but there was a need for a
standing-reserve of the contents of narratives. This is
juxtaposed in my blog post on The Comics of Revealing by Scott
McCloud's idea that there is a natural ability of humans to make
narrative sense of the contents we are presented with, suggesting to me
that there could be a simple technology allowing us to make narrative
connections from the vast store of possible story contents. This
question soon developed into the idea to create a deck of storytelling
cards.
As we discussed games and other interactive narratives, I was able to
return to the question of Authorial Intent in a blog post, which helped
finalize how the Unlimited Story Deck might work. This project
became a technology of potential story contents that gives the user
interactive and intentional choices for creating narratives,
maintaining the enjoyment of being able to make those choices that is
essential to quality. Playtesting the Deck in a variety of
situations showed me that stories are more quality when they are
cohesive or reflective across levels, but that this convention of
cohesive narratives is one that may have to be developed through the
process of telling stories. I also saw that people actually do
find a greater quality enjoyment in those story contents that reach
beyond their everyday lives, and that people are prone to tell stories
that are on some level reflective of their own concerns or
understandings of the world.
Hopefully I will be able to continue developing the Unlimited Story
Deck for eventual publication, as well as apply what I've learned from
this class to my own storytelling and theories about what makes for
quality narratives.
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Johnson 2009
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