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title: Thesis
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author: Stephen
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---
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# Title
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### Thesis Description
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<p>
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I would like to clarify and introduce some terms for you in order to read this text in the desired
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way. For a while, we will stay in the bight of this journey as we move into forming loops, theories
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and ideas on how interactive picture books can be used to foster curiosity for reading and creativity
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for children. I am building a web platform called Wink that aims to contain a children’s story I
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wrote and am making into an interactive experience, in relation to my research.
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<br>
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Through this bight of the thesis, I feel the necessity to clarify my intention of using knots as a
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“thinking and writing object” throughout my research journey. Although knots are physical objects
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and technically crucial in many fi elds of labor and life, they are also objects of thought and
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are open for wide minds’ appreciation. Throughout history, knots have been used to connect, stop,
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secure, bind, protect, decorate, record data, punish, contain, fl y and many other purposes. So if
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the invention of fl ying -which required a wing that was supported using certain types of knotswas
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initiated with the knowledge of how to use strings to make things, why wouldn’t a research
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paper make use of this wonderful art as an inspiration for writing and interactive reading?
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<br>
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KNOTS AS OBJECTS TO THINK WITH
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There is a delicate complexity of thinking of and with knots, which ignites layers of simultaneous
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connections to one’s specifi c experience; where one person may associate the knots with struggles
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they face, another may think of connecting or thriving times. In a workshop in Rotterdam, I
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asked participants to write three words that comes to mind when they think of knots. There were
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some words in common like strong, chaotic, confusing and anxious. On the other hand, there
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were variations of connection, binding, bridge and support. Keeping these answers in mind or by
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coming up with your words on knots and embodying them in the practice of reading would make
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a diff erence in how you understand the same text.
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<br>
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Seeing how these words, interpretations of a physical object were so diff erent to each other was
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transcendental. In this thesis, I am excited to share my understanding of knots with you. My three
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words for knots are resistance, imagination and infi nity. Keeping these in mind, I experimented
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with certain reading modes as you will see later on.
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<br>
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Knots are known to be used 15 to 17 thousand years ago for multiple purposes. These purposes
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were often opposing each other. For example, it could be used to let something loose or to restrain
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it; for pleasure or pain; for going high above or down below… I believe this diversity of uses can
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also be seen in how people approach knots as an idea or a metaphor. One can think it represents
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chaos where someone else might see it as a helpful mark. Essentially, this diversity is what got
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me interested in knots years ago and since then, I have found ways to implement this “loop of
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thought” in my daily life and research methods.
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<br>
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There are two main reasons to why I chose to write this essay in a “knotted” format. One is that I
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would like to share my process and progress of research on this project and this involves “thinking
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with an object”, in this case types of knots. In Evocative Objects, Sherry Turkle, who is a sociologist
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and the founder of MIT initiative of technology and self, refers to the object in the exercise
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of thinking as emotional and intellectual companions that anchor memory, sustain relationships
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and provoke new ideas. I completely agree with this statement through personal experience. The
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second reason is that I see this as an opportunity to experiment if I can use knots as an interactive
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(which is not in knots’ nature since they are mainly practiced in solo) and playful element in
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writing. This is also why I would like to take a moment to mention what happens to the interplay
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of processes in which we call thought when we think with knots in specific.
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<br>
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For Turkle and Seymour Papert, who is a mathematician, computer scientist and educator that
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did remarkable research on constructivism, being able to make a reading experience tangible, or
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even physically representable makes the process of thought more concrete. Concrete thinking in
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this sense is a way of thinking that I adapted to in the past years, where you think with the object
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and imagine it vividly during the process and address meanings to it as you read or write along.
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This way it’s easier to compartmentalize or attribute certain parts of a text to an imagined or real
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physical item which makes the mind at ease with complex chains of thought.
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Imagine you are reading a story… What if you think of the string itself as the journey and the
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slip knot (which is a type of stopper knot) as a representation of an antagonist because of its specific
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use in hunting, would this change your approach to reading this story? I believe so…
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<br>
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What if instead of a slip knot a Bowline was on the string, would that represent something else in
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the story because of its usage in practice. A Bowline is commonly used to form a fi xed loop at the
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end of a string; it’s strong but easy to tie, untie. Due to these qualities, we can imagine the bowline
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to represent the conclusion in a story. What if we have a Square Knot, how would that change the
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course of a narrative? Square knot is used to bundle objects and make the two ends of the same
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string connect. From just this, we can use it to represent the connection between the beginning
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and end of a story. My point is, there are limitless implementations on how to use knots in literature
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because of their versatile purposes and the narrative vocabulary they create. Topologists are
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still trying to identify seemingly infi nite numbers of combinations which we simply call “knots”
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and I see this as an inspiration to keep writing.
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<br>
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One example of the wondrous versatility and potential of knots is how they are used to archive
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and encrypt information. Incan people from the Andes region recorded information on Quipus,
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dating back to 700 CE. Quipus are textile devices consisting of several rows of cotton and/or
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camelid string that would be knotted in a specifi c way to record, store and transmit information
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ranging from accounting and census data to communicate complex mathematical and narrative
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information (Medrano, Urton, 2018). Another example is the Yakima Time Ball, which was used
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by North-American Yakama people to show life events and family aff airs.
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This is why I humbly decided to document my research process with a Quipu of my own. I am
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trying to symbolize the twists, decisions and practices throughout this year with knots of my
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choosing. I was inspired by Nayeli Vega’s question, “What can a knot become and what can become
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a knot?”
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<br>
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WEAVING INTO THE TEXT
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This thesis expects participation from its reader. You have the option to have a mode of reading,
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where you will be guided by strings to start reading from a certain section according to the type of
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reader you are and read the loops one by one until the end, weaving through the text. To determine
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the string or mode of reading, there are some simple questions to answer.
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The three modes of reading are combine, slide, build . After you discover the starting point
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with the yes or no map in the upcoming pages, you will continue the reading journey through the
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strings of diff erent colors that will get you through the text. This way, the linear text will become
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in a way, non-linear by your personal experience.
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Bear in mind that you can choose to read this thesis from beginning to end as a single string too if
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you wish so.
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<br>
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Combine mode of reading is for readers who are more interested in the journey and the connections
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between process and result. Slide mode of reading is for more laid back readers who
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aren’t looking to connect ideas but are more focused on the motivation and purpose of the
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project. Build readers are detail oriented and academic readers who would prefer a “traditional”
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lead to reading.
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<br>
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Alongside the different strings to follow the text, there will be little drawings in the margins as seen
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above, which will have diff erent representations like in a Quipu. Certain knots represent the experiences
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that raise interesting opportunities for research and distinct events I went through while making
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the project and underneath the drawing you can fi nd the relation to the knot itself explained.
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For example if I couldn’t manage to do something I planned to do, this will be represented with a
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broken knot. Bend knots which are used to connect two strings, will be representing the relation between
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theories and my ownexperiences/motivations. Hitches which are knots that are formed around a
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solid object, such as a spar, post, or ring will be representing the evidence or data I have collected on
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the subject. We move on now with the working end and make some loops!
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<br>
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This map will reveal your mode of reading. The order of reading will be indicated with a loop sign
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Please hold a string in your hand as you read the text and make knots or loops as you weave through the
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reading as an exercise for concrete thinking. See you at the standing end!
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and a number on top of the sign with a color. This is the numeric order you can follow to read the thesis.
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Working End
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Why am I doing this?
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<br>
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My desire to write a children’s book about grief and memory ignited when I was studying in college
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and doing an internship in a publishing house in Ankara. I was struggling to process a loss I
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experienced at the time and to fi nd something to cling to on a daily basis. Then one day I started
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hearing a buzzing sound in my bedroom at my family’s house. I searched everywhere but couldn’t
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fi nd the source for this noise. I asked my father and he started searching too. A couple of days
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passed and the buzzing was still there.
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<br>
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One day I found a bee on the fl oor in my bedroom and realized that the bees nested on the roof
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and were coming inside my room through a gap in the lamp. I was terrifi ed because I have an
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allergy to bees and thought they might sting me in my sleep. This moment was when I realized I
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was so determined to fi nd this buzzing sound for some time that I forgot about dealing with the
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loss I was experiencing. This made me feel very guilty and I remember thinking I betrayed the
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person I lost.
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<br>
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As funny as it may appear, I felt like I was sabotaged by these bees that I thought were here to
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hurt me but in the end they made me understand that its ok to let things go and every being does
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what it has to do to fi nd its way of survival. The little habitat that they chose to create in my room
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seemed like a calling or a sign that I can aff ect another living being signifi cantly without being
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aware of it. This goes for everything, no matter if some people leave us in this world, they have
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living matter in us that keeps pulsing. So then I started researching bees and their ecosystems. I
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read Alan Watts, Alan Lightman, Emily Dickinson, Maurice Sendak, Meghan O’Rourke, Oliver
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Sacks, Joanna Macy, Rilke, Montaigne and theories on order in chaos, correlative vision, harmony
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of contained confl icts and the mortality paradox. I wrote a lot and erased a lot and fairly
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fi gured out the wisdom of not knowing things.
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<br>
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Years passed and I wrote and deleted and rewrote the story that I am working on to make interactive
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today so many times and was waiting on it because it always felt incomplete. In a way it
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will always be incomplete because of the natural ambiguity the topic carries. Years later, grief was
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back in my life with the loss of my grandfather. So therefore, the story I wrote and abandoned
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changed again as I attempted to rewrite it as a diff erent version of myself with a diff erent understanding
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of death. And this went on… The story remained hidden and I forgot why it ever existed
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in the fi rst place.
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<br>
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Last year when two earthquakes hit Syria and Turkey, I was drowned like everyone I know, by a
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collective trauma and grief. Then this horrible feeling fl ared up by neglect and desperation. It was
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and still is impossible to mourn so many strangers at the same time. I lost two dear friends, I was
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furious, away from home, mostly alone and remembered vividly my failed attempt to understand
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or place grief in one of the piles in my mind.
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<br>
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Previous months, I was working on this story (yes, again) but didn’t know how to tackle the text
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because it was so diff erent to what I was experiencing now, when compared to the last time I rewrote
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it. A tutor asked me why I wrote this story in the fi rst place and I couldn’t remember. I kept
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tracing back to 2016 and step by step, remembered why, as told above. The consciousness that this
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story is actually a personal history of how I went through grief in diff erent stages of my life, made
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me realise that it doesn’t have to be or even can be a perfect story.
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<br>
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In the end with the experience I had with loss, I believe the story turned out to be an ode to
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remembering or might I say an ode to not being able to forget or an ode to the fear of forgetting
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<br>
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Loop 2
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The effect of storytelling knowledge on kids’ development and creativity. What can
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we learn from open ended and multiple ending stories?
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ability to form basic stories or to express their emotions through fi ctional characters or events.
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Children are not born with a wide vocabulary of emotions and expressions. They learn how to
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read, mimic and express their feelings over time. The more children read, write and are exposed
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to social environments, the more they widen their sense and ability of expressing themselves. The
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language gained as kids comes in many forms and storytelling plays a crucial role in this development.
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The exposure to stories prepares the kids to the era of reading and writing. Children come
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to understand and value feelings through conversation (Dettore, 2002). When children are off ered
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to read or share stories, they also learn to understand people around them better and gain emotional
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literacy.
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<br>
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Storytelling has been a means of communicating with others for many centuries. It is not only
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a way to discuss important events, but also a way to entertain one another (Lawrence & Paige,
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2013). Stories have been told orally, in writing or with drawings for thousands of years and some
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of these stories are still alive. This is because language is a living thing that travels through time
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and still remains brand new. When necessary, it just adapts form, evolves and blends in with the
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changing world. Children comprehend the idea that they have a story to tell by hearing other
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stories and this ignites the imagination. We tend to forget many things but almost everyone remembers
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one small story they heard or read when they were a kid, this moment we remember is
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the moment a certain story sparked for us.
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<br>
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Nowadays storytelling takes many forms. For example, some readers’ story might even begin from
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here although it isn’t the beginning. Interactivity is one of the storytelling forms that can signifi -
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cantly improve children’s creativity. This is mainly because children as readers or listeners get to
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contribute and aff ect the story. This of course requires and improves creative and active thinking.
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Getting the chance to choose a path for a fi ctional character gives the child the freedom and confi
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dence of constructing a world, a character or an adventure. Although this is essentially “writing”
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as we know it, children think of this as a game, yet to discover they are actually becoming writers.
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What kind of reward can we expect from active participation in a story? Narrative pleasure can
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be generally described in terms of immersions (spatial, temporal, emotional, epistemic) in a fi ctional
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world (Ryan, 2009). When we are set to create or co-create a world, the narrative has eff ects
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on us such as curiosity, suspense and surprise. At this point, we start creatively producing ideas to
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keep these three emotions.
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<br>
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Interactive storytelling reminds everyone but especially children that there are limitless endings to
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a story that is solely up to the maker’s creation. Learning to think this way instead of knowing or
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assuming an end to a story, I think infl uences the children’s decision making abilities and sense of
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responsibility towards their creations. It is basically the same in theatre where if an actor chooses
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to create an imaginary suitcase on stage, they can’t simply leave this object they created on stage
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and exit the scene because the audience will wonder why the actor didn’t take the imaginary
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suitcase as they left. In this case, when kids decide to choose a path or item or any attribute for a
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character in a story, they feel responsible and curious to see it through to the end or decide what
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to do with it. This interactivity therefore creates a unique bond between the reader/writer and
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the text.
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<br>
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There are many theories on how to approach interactive literature for children. Multi-literacy theory
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and digital literacies are some of the theories which I fi nd relevant to my aim with Wink. Multiliteracy
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theory in a nutshell is an education oriented framework that aims to expand traditional
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reading and writing skills. This theory was developed by the New London Group. They were a
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collective of scholars and educators who addressed the changing nature of literacy in an increasingly
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globalized, digital world. The theory explores multiple modes of communication consisting
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The sense of storytelling settles for kids, starting from age three. By this time, children have the
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of multimodal communication, cultural and social contexts, critical inquiry, socio-cultural learning
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theory and pedagogical implications. Multimodal communication focuses on the variety of
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communication techniques. This was groundbreaking in the 90s because of its acknowledgment
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of a diverse range of literacies and its departure from traditional approaches to literary texts. This
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theory includes new media and communication studies such as visual, digital, special and gestural
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literacies.
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<br>
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I kept this theory in mind as I chose the interactivity elements to use in the picture book. I think
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the usage of multiple media such as sound, image and games is a good way to start and diff erentiate
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from a regular interactive e-book. The fact that this theory has an educational perspective and
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is taking the rapidly changing qualities of literature seriously, made me consider it as a guide in
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designing the prototype.
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<br>
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Looking through the perspective of multiliteracies, questions come up for me that lead to the
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rest of this thesis: What is an interactive picture book? Is it a book? Is it a game? Is it an exercise?
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What is it defi ned as? How can we design an interactive reading environment without confusing
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children?
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<br>
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Loop 3
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Diff erences and similarities between interactive e-books and storytelling games
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Storytelling games and interactive e-books have many things in common. To begin with, they
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both centralize the narrative to engage the audience. While both of these formats are storytelling
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tools, e-books tend to stay more in a linear narrative and format when compared to storytelling
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games where the audience is commonly the main character. Reading experiences are also a way
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to be in the shoes of the narrator or the character but in a storytelling game, you embody the mission
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and the experience overrules the story most of the time. In the specifi c example of a child,
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storytelling games are complicated and puzzle driven where the player has missions to complete.
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Whereas in an interactive e-book, the missions are solely based on the interactive elements implemented
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in the text and images.
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Another diff erence is that the visual world in an interactive e-book is less cinematic and has limited
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movement. The imagery plays a massive role in a storytelling game where the world created is
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off ered to the player. In an interactive e-book, the text itself is designed to be playful and ready for
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readers to discover.
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The main diff erence in my opinion that separates these two methods of storytelling is the reward.
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In a game, we expect to be rewarded by a victory, passing a level or unlocking something throughout
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the experience. In an interactive e-book, we work with the story and in return we expect a
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good experience and there is no reward other than that. But, the whole design of interactivity
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involves aspects of a game where the reader –not the player- is captured by surprise eff ects or
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elements that come up on the pages. This ignites curiosity but not ambition, which is a good start
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to foster the love for reading.
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<br>
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Loop 4
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Ways of using interactivity in digital platforms
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CASA theory, also known as the Cognitive-Aff ective-Social Theory of Learning and Development,
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is a framework used in educational psychology to understand how learning occurs within
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the context of cognitive, aff ective, and social factors. Research on cognitive learning with keeping
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in mind the limited attention span and memory factors. For children in specifi c, I think these are
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very important factors to keep in mind when trying to design an interactive experience. This is because
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children get bored very easily and can be disengaged because of failure of solving/understanding
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something in a story. This is something I kept in mind as I wrote for children and chose
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the interactive elements in the story.
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<br>
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Finding the balance between making the interactive element surprising and making it easy to
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interact with is the key to designing for kids in this scenario. We don’t want to make them struggle
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and use the limited attention span in a non-engaging way but we want to keep the reading interesting
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enough so they want to continue.
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Digging deeper into how to do this, I found Children Computer Interaction (CCI) study very
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useful. This study examines how children of diff erent ages and developmental stages interact with
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digital devices and how these interactions can support their growth. This made me think about
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digital gestures; how they change through generations and how to use these to design a platform
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where children can navigate easily and freely. CCI suggests that when introducing a new media
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to children its better to start easy and clear when they try it. Through this I think the best easy
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interaction is the tap or click for children. It is easy to do, instinctive and common. So I decided to
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base the interactive elements on click animations.
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There are multiple ways to use digital gestures in storytelling to make the experience more intriguing.
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These are usually elements such as sound, animations, voice-overs that are ignited with a
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click or tap by the reader. For children younger than 5, its usually just tapping over the page and
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experiencing an action-reaction. For older kids between the ages 6-8, I made some workshops to
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fi gure out which types of interactive elements are most useful in engaging them in the reading
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process.
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It is true that sound and animations are very inclusive and it is engaging for kids to fi nd out which
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part of a page is interactive by clicking on images. Another thing I found out is that kids enjoy
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being a part of the story. For the prototype of Bee Within (the story I am using to test interactivity
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also can be read in the appendix) I will focus on color, sound and click based animations according
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to the results of my research.
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Loop 5
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What is the target age group for the designated prototype and why?
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It is tricky when it comes to choosing the right age spectrum for children’s interactive literature.
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Children between the ages 3-5, referred to as preschoolers have more developed social skills and
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day by day increasing interest in play. They can take on roles in imaginative play scenarios. They
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can also share and take turns more, listen and think about rules of a game. They can form friendships
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and connections easily.
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School age children are between the ages 6-12, which is Wink’s chosen age group is a little diff erent.
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These kids can form more rooted friendships and engage in more complex narratives. They
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learn to negotiate and compromise around this time as well. This age group is desired for Wink
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because kids this age are open to creative problem solving, connecting events and comprehending
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slightly more complex narratives. Moreover, this age group would benefi t the most from the interactive
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stories and the reading process because of the developmental phase they are in.
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The average amount of time children between these ages use on a daily basis is depending on
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their parents and circumstances. But to be fair, it is often not less than 2 hours. If a child isn’t very
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interested in spending these hours reading a book, why not ask them: “Would you like to be a part
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of a story?”
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Today, kids from age 3 can use digital gestures successfully and experience these as simple as
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fl ipping the page of a book. This is why it is fairly easy to create an interactive picture book which
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kids can navigate themselves and be able to browse through with or without their parents. But for
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Wink, I chose to design for older kids because I want to experiment on multi-leveled narratives
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and I want to avoid the risk of confusing children.
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<br>
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Loop 6
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Limits of interactivity in narratives for children and why do we have less modes of
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reading and writing for children?
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Although there are many upsides of creating digital environments for children due to their advanced
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skills in technology from early ages, there are also risks involved in this where the kid can
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be overwhelmed and confused due to the autonomy they receive. Reading a story is supposed to
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be eff ortless and a good free time activity but with interactive picture books, it is slightly more
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than that and more complicated as an experience.
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First of all, with the story at hand, called Bee Within, there are two other stories in one. Although
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the main story is about a little girl’s journey, kids get the chance to hear the Queen Bee’s story and
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the tree’s story as well. This is not a must but if they interact with certain pictures on the page,
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they will be led to the bee’s perspective or the trees. This is where the storyline can get a little bit
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complicated for younger kids. The child reader at this point should be able to follow the main
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storyline after visiting the side quests or stories presented in the interactive book. To create this
|
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balance I tried to limit the interactive elements I used in the main story. I tried to keep the picture
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animations limited and focused more on the storylines.
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Another aspect I am concerned about after the workshop I did with the kids, is the risk of confusion
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due to an undefi ned and multimodal design for a “book”. Kids tend to be confused when
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they can’t defi ne things or are asked to improvise without knowing the purpose.They know what a
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book is and that it is similar to what they encounter on the screen. But the method of reading and
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interacting with Bee Within is diff erent than what they are used to. This concerns me because they
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might prefer to just read a book or play a game instead of discovering a new thing, which they
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are exposed to daily because they are always in a process of active learning. So one more thing to
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learn might come as exhausting. Therefore, in designing, I want to make interactions as clear as
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possible for them.
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Loop 7
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|
Interactive reading and writing examples and surveys done with kids
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As an improvisation theater enthusiast myself, I tried to engage the kids with the story through
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|
some exercises and games during the workshops. My aim was to see how involved they want to
|
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be in storytelling. Improvisation has a certain way of storytelling and interaction where there are
|
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either too many options or none. You need to have good empathy and harmony with the person
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you are acting with and you are designated to be creative in your own way. I tried to use several
|
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improv games and warmups to involve the kids in the story more and see how they see certain
|
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characters from the picture book.
|
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|
My first attempt was to make a survey at the end of workshops with kids to whether they liked it
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|
or not, but when I researched further, surveying with kids has very diff erent methods and complications.
|
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|
Most kids either really like or really dislike things. Finding the in between emotions with a survey,
|
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|
ends up being vague. Most surveys done with kids use emoticons as representation of a good or
|
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|
|
bad or average time. Instead, I chose to observe the environment and understand how much empathy
|
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|
|
kids can off er in an interactive reading or playing environment.
|
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|
Loop 8
|
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|
|
What does the joy of destruction and the awe eff ect have to do with interactivity?
|
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|
Indeed, why did we ever start playing games? The most important aspect of a game for me is that
|
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|
it surprises you and leaves you in awe towards something you weren’t expecting happened. I feel
|
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|
|
like every reaction I give when I’m surprised, is a mirror of what I felt when I was playing freeze
|
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|
|
and had to stop moving at any given time or when I found the last friend hiding somewhere in
|
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|
hide and seek. This feeling of appreciation and unexpectedness is why most people remember
|
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|
|
certain games, movies from their childhoods very vividly. Its an introduction to a feeling we experience
|
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|
maybe for the fi rst time because we don’t necessarily learn from books how and when to
|
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|
feel surprised, that is why it’s a surprise; we live it, experience it and it leaves and impression with
|
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|
us.
|
|
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|
|
<br>
|
|
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|
|
In my opinion, what drives everyone as a common denominator is amazement; because it takes
|
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|
|
us to our childhoods or distant memories where we fi rst felt that feeling of awe. This is the main
|
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|
|
purpose behind any kind of interactive design and I think books can be an amazing medium to
|
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|
|
experiment this with. Specifi cally because this ancient device can take us to numerous worlds.
|
|
|
|
|
For me as a millennial, books give me enough amazement as it is. But as I worked in publishing
|
|
|
|
|
through the years and observed, I think kids today need something more to ignite their interest.
|
|
|
|
|
There are so many factors in a picture book such as the image, the text and sound which can be
|
|
|
|
|
played with to create an experience that is more surprising. This is the main purpose behind my
|
|
|
|
|
research and protoype. Today’s world being visually stimulating and serving very short attention
|
|
|
|
|
spans with social media, it is a tough task to insert a story or reading experience that requires full
|
|
|
|
|
attention and patience. There are examples of Tiktok stories, Instagram reels, audio books and
|
|
|
|
|
games that try to tell stories worth listening with attention. Wink is also an attempt to do this and
|
|
|
|
|
I believe the key is to make an already engaging story enriched with interactive elements that
|
|
|
|
|
appear to you through a click if you choose to. I think this is also the key to nourishing a new way
|
|
|
|
|
of storytelling.
|
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|
|
|
Loop 9
|
|
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|
|
Interactivity in reading and writing in history. What changed?
|
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|
|
Interactivity has always been an experimental area in literature from inscriptions to narrative
|
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|
|
|
games then to playable stories and artifi cial intelligence. I will expand some of these examples
|
|
|
|
|
from the rich history of interactive fi ction. When I dig a little bit into the media archaeology there
|
|
|
|
|
are three still relevant aspects that strike me and change/improve my approach to Wink. The fi rst
|
|
|
|
|
is the need to connect that remains untouched through centuries of human communication, the
|
|
|
|
|
second is how there were multiple projects concerning interactive media especially for kids that
|
|
|
|
|
later turned into narrative games or remained as prototypes and lastly how the integration of media
|
|
|
|
|
and literature has been such a grand topic even before information and technology era. Some
|
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|
|
|
examples to this is music, masks, puppets, props used in storytelling.
|
|
|
|
|
Ancient texts with annotations such as The Odyssey, The Mahabharata are maybe the earliest
|
|
|
|
|
written interactive experiences in a historical context. They are published with notes and explanations,
|
|
|
|
|
clarifi cations which make the text inhabit diff erent opinions and approaches in an engaging
|
|
|
|
|
way where the reader can choose to hop on and off from the annotation and margin texts.
|
|
|
|
|
From the 70s to the present there have been many examples but I will be focusing on a few here.
|
|
|
|
|
One of them is, Choose your own adventure books which allowed the reader to participate in
|
|
|
|
|
the plot. These still exist as picture books where you are directed to certain pages according to
|
|
|
|
|
the choices you make throughout the story. Along with this were also board games and cards that
|
|
|
|
|
required interactive inputs. Some examples to this is exploding kittens or cards against humanity
|
|
|
|
|
where the player has the autonomy to be creative and fi ll in the blanks to win the game. Simultaneously,
|
|
|
|
|
text-based adventure games such as Zork and Adventure were popular. Early days of
|
|
|
|
|
computing off ered a wide space for exploring virtual worlds. In the early 80s, hypertext fi ction
|
|
|
|
|
contributed to electronic literature. Hyperlinks were used as a tool to navigate a text and choose
|
|
|
|
|
paths of reading. This inspired me to write this thesis with diff erent modes of reading as well.
|
|
|
|
|
After the 80’s, Interactive fi ction gained popularity as a genre of interacting with text based input.
|
|
|
|
|
Dynabook by Alan Kay was prototyped during this time as a promising reading and writing device
|
|
|
|
|
designed for children.
|
|
|
|
|
<br>
|
|
|
|
|
The 21st century off ers a combination of text and illustrations in augmented reality books that
|
|
|
|
|
have animations, sound and external interactions. These are followed by digital storytelling platforms
|
|
|
|
|
like Wattpad and Storybird and interactive e-book apps such as Pibocco, Bookr and Tiny
|
|
|
|
|
Minies. Most of these apps are dedicated to education however and not solely to creativity. Their
|
|
|
|
|
aim is to use creative elements to foster education for kids.
|
|
|
|
|
With Wink, I want to use a mainly educational tool (a book) to foster creativity and expression. So
|
|
|
|
|
I believe it is the opposite purpose as to these examples in certain ways. I am trying to combine
|
|
|
|
|
the delicacy of a narrative where you can only be a reader and the excitement of autonomous
|
|
|
|
|
writing and experiencing.
|
|
|
|
|
This is because I think the understanding and usage of media changed in the last years. Some
|
|
|
|
|
tools that created the awe eff ect for users faded and left their place to more compact designs.
|
|
|
|
|
Although audio books were very welcome at some point, younger users nowadays prefer book
|
|
|
|
|
summary apps or podcasts to them. Of course they are still used and not outdated but there is
|
|
|
|
|
certainly a visible change to where media is heading.
|
|
|
|
|
Loop 10
|
|
|
|
|
Experimentation of creative exercises to be used in WINK. Exercises of storytelling
|
|
|
|
|
with words, images, drawing, sound and gestures.
|
|
|
|
|
Before I completed the prototype of Wink, I reached out to an international school in Rotterdam
|
|
|
|
|
to make a 20 minute workshop with kids between ages 6-8. The aim here was to grasp the
|
|
|
|
|
interactive elements in the picture book to implement in the digital framework. I wanted to see
|
|
|
|
|
which parts of the story the children found exiting and which ones are not so thrilling for them.
|
|
|
|
|
It also helped me draw the pictures for the book accordingly and edit the text with their reactions
|
|
|
|
|
in mind. Due to a privacy agreement, I couldn’t record or use any data from the workshop but I
|
|
|
|
|
made some helpful observations from my time there.
|
|
|
|
|
The fi rst workshop I planned consisted of two main parts that made up 20 minutes. The fi rst 10
|
|
|
|
|
minutes we read Bee Within (attached in the appendix) together in a circle and the last 10 minutes
|
|
|
|
|
we played little improvisation games, focused on the three main characters in the story (the bee,
|
|
|
|
|
the kid and the tree). I made three groups and gave these groups the three characters. I asked
|
|
|
|
|
them to embody a character throughout the workshop and be loyal to it. Each group of three had
|
|
|
|
|
1 minute on the stage to silently improvise their characters. They were to use one sentence if they
|
|
|
|
|
wanted to speak.
|
|
|
|
|
During the fi rst part, I couldn’t observe as I was busy reading but their teacher kindly took notes
|
|
|
|
|
during this time, regarding the children’ reactions to parts of the story. I inserted the bees and
|
|
|
|
|
trees narrative to the reading by tossing the paper I had in my hand and picking up a new one as I
|
|
|
|
|
kept reading the bees and trees story. This was crucial because I wanted to see if this multiple stories
|
|
|
|
|
in one concept would be confusing for kids. The teacher told me that they were excited about
|
|
|
|
|
my gesture of juggling papers as I seemingly read one story. They were intrigued and confused
|
|
|
|
|
at fi rst but they did keep up with the storyline and understood all. Her notes basically said they
|
|
|
|
|
were very focused and less interested in the kids journey. They really liked the bee and were a bit
|
|
|
|
|
confused with the tree.
|
|
|
|
|
There were 12 international kids and 3 of them didn’t want to join the workshop, they wanted to
|
|
|
|
|
observe. I told them that they could paint and draw what they see. The drawings they made were
|
|
|
|
|
of their classmates acting as trees or bees. They drew their classmate with a stinger and the other
|
|
|
|
|
was of a classmate as a tree with his hands wide open as he was performing.
|
|
|
|
|
What struck me most on the second part of the workshop was how these kids used the room
|
|
|
|
|
so freely and in relation to their characters. Because we read the story before the improvisation
|
|
|
|
|
games, some of their characters were infl uenced by how it is in the story we read. Next workshop,
|
|
|
|
|
I am planning to not tell the story but to talk about it before and give context. This is because I
|
|
|
|
|
want to see how their understanding changes without a limitation of a story.
|
|
|
|
|
<br>
|
|
|
|
|
Bees in the classroom that day were all very active and they used chairs, tables and windows to
|
|
|
|
|
position themselves in a higher perspective. Children who played the kid were usually standing
|
|
|
|
|
closer to the trees and looked very calm. Trees were all very diff erent. One of the kids used postits
|
|
|
|
|
as leaves. Some of them didn’t have leaves because it is winter. Trees didn’t move at all and
|
|
|
|
|
the bees were buzzing all around. “The kid” usually sat near the tree, on the tree (as in the other
|
|
|
|
|
performers’ lap or hugged them).
|
|
|
|
|
Overall only 2 groups used the option to say a sentence which were,
|
|
|
|
|
“I want to go on an adventure”
|
|
|
|
|
“I don’t wanna leave Gray(the tree)”
|
|
|
|
|
This was a good feedback for me because I realized they are very perceptive of actions and facial
|
|
|
|
|
expressions rather than words.
|
|
|
|
|
The workshop we did in the studio with XPUB 2 students was harder than the session with the
|
|
|
|
|
kids because everyone felt so restricted to obligations and were not comfortable to let go of bodily
|
|
|
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control. No one actually attempted in using objects from the room which is a huge diff erence with
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the kids because they drew on their faces, used plastic bags as wings for the bee and made sounds
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with their mouths as trees.
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The next workshop was to discover how improv would work without reading the story fi rst. This
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workshop was fruitful because it helped me realize how much information or guidance I have to
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off er for children in order for them to be comfortable to participate and interact without confusion.
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We made a circle and I summarized the story to the kids, acting in the middle of the circle. This
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broke the ice completely because I was a part of the workshop and they thought I was funny. For
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the next part, I divided the group in three and assigned a character to them. After this, I asked
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them to decide on an attitude, pop in the middle and tell or act out their character. I went fi rst
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and they followed easily. They were not under the infl uence of the story so the performances were
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diff erent but they still got infl uenced by each other, which in my opinion is inevitable. Some of the
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kids were buzzing/running around, the “kids” were walking around, acting like they are playing
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which I found very interesting. Some trees were small some were mighty and old. It was helpful to
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see the diff erent attributions they gave to the characters.
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After the circle session, they separated in three groups: the kids, the bees and the trees. I asked
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each group to come up, walk around randomly, embodying the character they chose. Then as I
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rang the bell, I asked them to change the character. I asked them to be a busy, tired, injured, happy
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and scared bee one by one. They kept walking randomly and acted these feelings out. For the
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“kids”, I asked them to be angry, sad, scared, and curious. For the trees I asked them to be wise,
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mad, funny and happy. The results were amazing. They adapted very quickly to the changing of
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emotions which showed me that this age gap was good to work with. The trees stopped walking
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as I changed the emotions and this was an affi rmation to not animate the tree with movement but
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more with changing of color and tiny animations. They mostly used arms and face expressions
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to show the emotions, some of them ducked or made sounds. As I said mad, one of the kids ran
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and put her red jacket on. This made me think about using color to show emotions for the tree. It
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was good to see that they weren’t scared or discouraged by negative emotions as well. We ended
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the workshop by drawing our characters. It was nice to see them own their imaginary characters
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enough to draw them with joy.
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<br>
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The last workshop was dedicated to discovering the sound aspect. The tree in the story speaks
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in verses so I chose one verse and read/performed it in a circle to begin with. Then I gave them
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some instruments: a drum, a bell, aluminum folio, a balloon and a bubble wrap. I asked for a few
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volunteers and they made sound eff ects as I read the verse very slowly. This went good and I saw
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that they like to dramatize the sounds and make them funny or unexpected. They used the bubble
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wrap to make sounds for snowing or aluminum folio for the volcano. They had great fun but I
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think I made a mistake by making a few kids do foley at the same time because they didn’t know
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how to take turns and were hesitant at fi rst. Then quite impressively, they made their own system
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where they took turns to make eff ects for each sentence.
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Then I made four groups of three. 3 kids as actors and 3 kids as foley actors. They buddied up
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and made short scenes where one group made sounds eff ects to the others acting on stage. This
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was the best part of this workshop because they could lead the actors with the sounds they made
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or vice versa. This I think is very important because it shows that they like to be a part of or be
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eff ective to the story itself. They were very creative in using the objects in the room and turning
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them into a tool for sound. They enjoyed to foley the bee and the other characters not so much.
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Which showed me that I should focus on the sound of the bee in the prototype.
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Overall, the workshops were very helpful for me to understand where to focus on as I develop. I
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realized that some of the sound, color and movement animations I planned were too complicated
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and I decided to make them more simplistic. I decided to animate the tree with only color because
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I was eff ected by this one participant who took the red jacket to represent the tree was mad.
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For the bee I decided to focus on sound more. For the kid I decided to use more visual animations
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to make it more interesting.
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<br>
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One other thing the workshops helped me with is the multiple stories I am planning to tell in one
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narrative. The book I have has two side quest/stories so it nice to see that kids weren’t confused
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with these narratives. I decided to make the story of the tree as a click game where the lines
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appear by clicking and the bee’s story through a text based game. I wanted to use click game with
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the tree because it seemed like they needed more stimulation to be interested in that story and I
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though a ‘reveal the story’ click game could keep them interested. For the bee, knowing they like
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the character, I wanted to make it more like a game to give the kids a chance and autonomy to be
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a part of the story itself.
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Loop 11
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The diff erences of these exercises in WINK than the already existing interactive
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e-book platforms
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The interactive e-book apps existing today, made especially for children, are quite similar in both
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format and purpose. If we take a look at Bookr, Piboco, and Kotobee, we can see they seek a new
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way to tell a story but have one mode of reading. The stories are linear and can be read once,
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without side quests. This is the main diff erence with what I am trying to design.
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Wink acts as a tool to play with and choose paths. The story isn’t linear in the traditional way
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where you interact with the pictures and fi nish the book but there are side stories to the main
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story that they can discover or choose not to. I think this is a solid diff erence. This makes it a playable
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narrative, diff erent from a book.
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This prototype is a good start to see how far I can get with the interactive elements and side
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stories without confusing or discouraging the children. There are many other aspects that can be
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implemented to this design such as writing elements and drawing but for the meantime, also in
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correspondence with the workshops, I choose to test the sound and image along with one main
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and two small narratives.
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For future prototypes, I envision space to draw and write as a contribution to the story and maybe
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turning Wink into a hybrid format with more autonomous features. For me, at this point, it’s valuable
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and essential to see if my technique of combining narratives is working or not.
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Loop 12
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Standing End
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After many loops of thought, we are here at the standing end of the thesis. There is room for
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more loops and knots in the future to secure this string of thought but for now, we have come to
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the dock and rest ashore.
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Reading this thesis with a string, using concrete thinking as a technique to go through a research
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and text was a helpful exercise for me and helped me mark my thoughts and ideas. The overarching
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theme of knots and experimental approach to modes of reading was valuable for me to share
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and try as an enthusiastic young writer. I like that I asked the reader to interact with the thesis and
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follow paths accordingly.
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It was enlightening to see the results of working with kids and be able to see from their point of
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view and alter everything according to these encounters. Using CCI and Multiliteracy theory as
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a guide to approach the design and prototype was helpful in understanding how to approach and
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tackle the desire of making something for children.
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Now from where I stand, I feel more rooted and have a clearer idea of what works and doesn’t
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work. Some features that I think would work very well like the choice of writing didn’t go as
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planned because multiple narratives is already too much. I realized I underestimated the eff ect of
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introducing a new media to children. This is why I decided to take it step by step with the interactivity.
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Taking a step to make Wink and using the story I wrote and feel is important in my personal history
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as a prototype was a breakthrough. I feel like my interest and desire to discover new ways of
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writing, reading and experiencing literature is ongoing and it was a beautiful journey so far. I am
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looking forward to making more knots on this long and mysterious string at hand.
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<br>
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Bibliography:
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Cope, B. and Kalantzis, M. (2009) ‘“multiliteracies”: New Literacies, new learning’, Pedagogies: An International
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Journal, 4(3), pp. 164–195. doi:10.1080/15544800903076044.
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Dettore, E. (2002) “Children’s emotional GrowthAdults’ role as emotional archaeologists,” Childhood education,
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78(5), pp. 278–281. doi: 10.1080/00094056.2002.10522741.
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Ingold, T. (2015) The life of lines. London, England: Routledge.
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Lawrence, R. L. and Paige, D. S. (2016) “What our ancestors knew: Teaching and learning through storytelling: What
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our ancestors knew: Teaching and learning through storytelling,” New directions for adult and continuing education,
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2016(149), pp. 63–72. doi: 10.1002/ace.20177.
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Papert, S. and Papert, S. A. (2020) Mindstorms (revised): Children, computers, and powerful ideas. London, England:
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Basic Books.
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Ryan, M.-L. (2009) “From narrative games to playable stories: Toward a poetics of interactive narrative,” StoryWorlds
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A Journal of Narrative Studies, 1(1), pp. 43–59. doi: 10.1353/stw.0.0003.
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Smeets, D. and Bus, A. (2013) “Picture Storybooks Go Digital: Pros and Cons,” in Quality Reading Instruction in the
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Age of Common Core Standards. International Reading Association, pp. 176–189.
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Strohecker, C. (ed.) (1978) Why knot? MIT.
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The Effect of Multimodality in Increasing Motivation and Collaboration among 4th CSE EFL Students (no date).
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Turkle, S. (ed.) (2014) Evocative objects: Things we think with. MIT Press.
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Urton, M. M. &. (2018) The khipu code: the knotty mystery of the Inkas’ 3D records, aeon. Available at: https://
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aeon.co/ideas/the-khipu-code-the-knotty-mystery-of-the-inkas-3d-records.
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Vega, N. (2022) Codes in Knots. Sensing Digital Memories, The Whole Life. Available at: https://wholelife.hkw.de/
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codes-in-knots-sensing-digital-memories/.
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Appendix:
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</p>
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