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    <title>Boxes and Arrows: Comments by Jennifer Kaiser</title>
    <link>http://www.boxesandarrows.com/person/33062</link>
    <pubDate>Mon, 23 Aug 2010 14:50:18 GMT</pubDate>
    <description>Comments by Jennifer Kaiser</description>
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      <description>&lt;p&gt;Slicing and dicing and quantifying (oh my!) are rather the antithesis of storymaking.  Frankly, narrative models are, too.  (Ever lose interest in a movie because the dialogue emblazoned &amp;#8220;exposition&amp;#8221; all over the actors&amp;#8217; heads?)  In other words, you can&amp;#8217;t get narrative flow by thinking about getting narrative flow.  Stories are collections, not dissections.  Narrative flow looks like kids playing &amp;#8220;let&amp;#8217;s pretend.&amp;#8221;  Let&amp;#8217;s Pretend is actually a great way to approach a creative project like this, but all the charts, and deliverables, analyses and re-analyses that business clients want rather kill it dead. I am intrigued by the role-playing you said was so effective in the beginning of the project, because I think this was when you were actually using storymaking in the design process.  In fact, I wish you had described it story-style rather than with a chart.  Would have been much easier to picture exactly how it worked and helped&amp;#8212;and would have demonstrated your point.&lt;/p&gt;</description>
      <link>http://www.boxesandarrows.com/view/use_of_narrative_in_interactive_design#content_40846</link>
      <guid>http://www.boxesandarrows.com/view/use_of_narrative_in_interactive_design#content_40846</guid>
      <pubDate>Mon, 23 Aug 2010 14:50:18 GMT</pubDate>
      <author>Jennifer Kaiser</author>
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