|  Story Design
 
            
                |  | The KidsRoom
                story was designed specifically for an
                interactive space using perceptual input. This
                page lists some of our design decisions and some
                of the observations we made about writing
                interactive stories for children as we
                implemented the system. |  |  
            Design decisions 
            
                
                    The primary mode of
                        perceptual feedback is rich sound and
                        narration.Graphics and animations
                        are limited to simple, 2-D storybook
                        images.The KidsRoom enhances a
                        real physical space instead of creating a
                        virtual space.The room only responds to
                        large body actions.Characters stay consistent
                        throughout the story. The children are
                        encouraged to work collaboratively.Sensor constraints are
                        built into the story in a natural way.The only object is a
                        moveable bed.The perceptual systems
                        should fail gracefully. 
            Observations 
            
                
                    A working exploratory
                        space is difficult to achieve by a system
                        that must rely on computational
                        algorithms for processing perceptual
                        input. The KidsRoom story was forced to
                        be primarily linear.Children must always be
                        clear of the current task.Group activity is very
                        different than individual activity.The story must take into
                        account the childrens behavioral
                        "momentum."Sensor lag makes
                        exploratory spaces difficult.Children require
                        attention-grabbing cues.Whispered hints provide a
                        natural (and required) method of
                        feedback.People are very sensitive
                        to timing, which is tricky to tune well
                        when multiple scenerios must be
                        anticipated.Narrative segments should
                        be short, permitting better system
                        responsiveness.Every story decision point
                        must have several backup narrations in
                        addition to a final narration for
                        "move-on anyway" situations.The story should not
                        violate reasonable expectations or set up
                        expectations the perceptual system
                        cant meet.With multiple people in
                        the space, determining causality is
                        sometimes difficult. When the system does
                        understand something about the
                        rooms environment, it should be
                        certain to convey that to the rooms
                        participants through the story.
                        Dont waste information.A short design cycle is
                        required between narrative programming
                        and narrative writing/recording/editing.The segment most like a
                        video game was one of the most popular.Methods for incorporating
                        non-repetitive narration and hints should
                        be designed into the story. Note: For more detail on each
            point, see the KidsRoom paper cited in the Info section. |