project ımages and full sıde margıns

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suzan 1 month ago
parent 5fd861ec0c
commit e8e49a5a7f

@ -14,13 +14,13 @@ author: Irmak
Wink is a prototype for an interactive picture book platform. This platform aims to make reading into a mindfull and thought provoking process by using interactive and playful elements, multiple stories within one narrative and sound elements. Especially today where consumerism and low attention span is a rising issue especially amongst young readers, this was an important task to tackle. The thought of Wink emerged to find a more sustainable and creative way of reading for elementary school children.
---
!["The twine map of text based story, reachable from Bee Within."](../irmak/twine.png){.half-image}
Working as a children's literature editor for years, I came to a realisation that picture books were turning into another object that kids read and consume on daily basis. At least this is what I observed in Turkey. Teachers and parents were finding it difficult to find new books constantly or were tired of rereading the same book.
Working as a children's literature editor for years, I came to a realisation that picture books were turning into another object that kids read and consume on daily basis.
!["The twine map of text based story, reachable from Bee Within."](../irmak/twine.png){.half-image}
!["Click game story of the Queen Bee."](../irmak/cg.png){.image-95}
!["Click game story of the Queen Bee."](../irmak/cg.png){.half image}
Teachers and parents were finding it difficult to find new books constantly or were tired of rereading the same book.
!["Example page from the print version of the picture book."](../irmak/printp33.jpg){.image-95}
@ -30,9 +30,10 @@ Working as a children's literature editor for years, I came to a realisation tha
![''](../irmak/printp4.jpg){.image-95}
As a young person in the publishing sector, I believe there should be more options for children as there is for adults; such as ebooks, audiobooks etc. But moreover a "book" that can be redefined, reread or be interacted with. So I revisited an old story I wrote, translated to English and named it, "Bee Within".
As a young person in the publishing sector, I believe there should be more options for children as there is for adults; such as ebooks, audiobooks etc. But moreover a "book" that can be redefined, reread or be interacted with... So I revisited an old story I wrote, translated to English and called it, "Bee Within".
Bee Within, is a story about grief and it is based on my experiences throughout the years. I erased it, rewrote it, edited it, destroyed it multiple times over the past years, simultaneously with new experiences of loss. In the end, I believe the story turned out to be an ode to remembering or might I say an ode to not being able to forget or an ode to the fear of forgetting which I now think is a great and sweet battle between death and life. I think it is an important subject to touch upon, especially for children dealing with trauma in many parts of the world.
Bee Within, is a story about grief/memory and it is based on my experiences throughout the years.
I erased it, rewrote it, edited it, destroyed it multiple times over the past years; simultaneously with new experiences of loss. In the end, I believe the story turned out to be an ode to remembering or might I say an ode to not being able to forget or an ode to the fear of forgetting which I now think is a great and sweet battle between death and life. I think it is an important subject to touch upon, especially for children dealing with trauma in many parts of the world.
!["example page from the picture book"](../irmak/printp1.jpg){.half-image}
@ -50,5 +51,5 @@ Over the past two years, experimenting with storytelling techniques, interactivi
!["A small sequence of onclick animation for Bee Within"](../irmak/animationseq.png){.image-95}
!["A screenshot from Wink!"](../irmak/45.png){.image-95}
!["A screenshot from Wink!"](../irmak/45.png){.half-image}

@ -831,6 +831,17 @@ aeon.co/ideas/the-khipu-code-the-knotty-mystery-of-the-inkas-3d-records.
<br> Vega, N. (2022) Codes in Knots. Sensing Digital Memories, The Whole
Life. Available at: https://wholelife.hkw.de/
codes-in-knots-sensing-digital-memories/.</p>
<h2 id="Acknowledgements">Acknowledgements</h2>
Thank you Marloes de Valk, for your enlightening feedbacks and ideas. Thank you Michael Murtaugh,
Manetta Berends, Joseph Knierzinger, Leslie Robbins and Steve Rushton for sharing your time and
knowledge with me throughout these years.
Thank you XPUB friends for funny, hectic and memorable moments we made together.
Thanks to my family and especially Kemal, my brother, who supported me in my studies and encouraged me
to do better, always...
"So long and thanks for all the fish!"
</div>
</body>
</html>

@ -144,7 +144,7 @@ read, mimic and express their feelings over time. The more children read, write
to social environments, the more they widen their sense and ability of expressing themselves. The
language gained as kids comes in many forms and storytelling plays a crucial role in this development.
The exposure to stories prepares the kids to the era of reading and writing. Children come
to understand and value feelings through conversation (Dettore, 2002). When children are off ered
to understand and value feelings through conversation (Dettore, 2002). When children are offered
to read or share stories, they also learn to understand people around them better and gain emotional
literacy.
@ -167,7 +167,7 @@ dence of constructing a world, a character or an adventure. Although this is ess
as we know it, children think of this as a game, yet to discover they are actually becoming writers.
What kind of reward can we expect from active participation in a story? Narrative pleasure can
be generally described in terms of immersions (spatial, temporal, emotional, epistemic) in a fictional
world (Ryan, 2009). When we are set to create or co-create a world, the narrative has eff ects
world (Ryan, 2009). When we are set to create or co-create a world, the narrative has effects
on us such as curiosity, suspense and surprise. At this point, we start creatively producing ideas to
keep these three emotions.
<sup><span class="margin-note"><img src="../irmak/unnamed-1.png">Multiliteracy theory helped me ground my passion of using multimedia for children's literature.</span></sup>
@ -226,13 +226,13 @@ in the text and images.
Another difference is that the visual world in an interactive e-book is less cinematic and has limited
movement. The imagery plays a massive role in a storytelling game where the world created is
off ered to the player. In an interactive e-book, the text itself is designed to be playful and ready for readers to discover.
offered to the player. In an interactive e-book, the text itself is designed to be playful and ready for readers to discover.
The main difference in my opinion that separates these two methods of storytelling is the reward.
In a game, we expect to be rewarded by a victory, passing a level or unlocking something throughout
the experience. In an interactive e-book, we work with the story and in return we expect a
good experience and there is no reward other than that. But, the whole design of interactivity
involves aspects of a game where the reader not the player- is captured by surprise eff ects or
involves aspects of a game where the reader not the player- is captured by surprise effects or
elements that come up on the pages. This ignites curiosity but not ambition, which is a good start
to foster the love for reading.
<sup><span class="margin-note loop-note">5 4 11<img src="../irmak/loop.png"></span></sup>
@ -288,6 +288,8 @@ day by day increasing interest in play. They can take on roles in imaginative pl
can also share and take turns more, listen and think about rules of a game. They can form friendships
and connections easily.
<sup><span class="margin-note"><img src="../irmak/hitch.png">This data about school age children was a starting point to choose the age group to have the workshops with.</span></sup>
School age children are between the ages 6-12, which is Winks chosen age group is a little different.
These kids can form more rooted friendships and engage in more complex narratives. They learn to negotiate and compromise around this time as well. This age group is desired for Wink because kids this age are open to creative problem solving, connecting events and comprehending slightly more complex narratives. Moreover, this age group would benefit the most from the interactive stories and the reading process because of the developmental phase they are in.
@ -300,6 +302,8 @@ flipping the page of a book. This is why it is fairly easy to create an interact
kids can navigate themselves and be able to browse through with or without their parents. But for
Wink, I chose to design for older kids because I want to experiment on multi-leveled narratives
and I want to avoid the risk of confusing children.
<sup><span class="margin-note loop-note">3 10 7<img src="../irmak/loop.png"></span></sup>
### Loop 6
Limits of interactivity in narratives for children and why do we have less modes of
@ -308,8 +312,9 @@ reading and writing for children?
Although there are many upsides of creating digital environments for children due to their advanced
skills in technology from early ages, there are also risks involved in this where the kid can
be overwhelmed and confused due to the autonomy they receive. Reading a story is supposed to
be eff ortless and a good free time activity but with interactive picture books, it is slightly more
be effortless and a good free time activity but with interactive picture books, it is slightly more
than that and more complicated as an experience.
<sup><span class="margin-note"><img src="../irmak/elbow.png">This is the elbow of our strings. Elbows are created when an additional twist is added to a loop. In this case, it represents the counter argument in the string.</span></sup>
First of all, with the story at hand, called Bee Within, there are two other stories in one. Although
the main story is about a little girls journey, kids get the chance to hear the Queen Bees story and
@ -328,9 +333,12 @@ might prefer to just read a book or play a game instead of discovering a new thi
are exposed to daily because they are always in a process of active learning. So one more thing to
learn might come as exhausting. Therefore, in designing, I want to make interactions as clear as
possible for them.
<sup><span class="margin-note loop-note">9 11 8<img src="../irmak/loop.png"></span></sup>
### Loop 7
Interactive reading and writing examples and surveys done with kids
Interactive reading and writing examples and surveys done with kids.
As an improvisation theater enthusiast myself, I tried to engage the kids with the story through
some exercises and games during the workshops. My aim was to see how involved they want to
be in storytelling. Improvisation has a certain way of storytelling and interaction where there are
@ -341,14 +349,16 @@ characters from the picture book.
My first attempt was to make a survey at the end of workshops with kids to whether they liked it
or not, but when I researched further, surveying with kids has very different methods and complications.
<sup><span class="margin-note"><img src="../irmak/broken.png">There is a broken knot here because I ended up not doing a survey with children at the workshops.</span></sup>
Most kids either really like or really dislike things. Finding the in between emotions with a survey,
ends up being vague. Most surveys done with kids use emoticons as representation of a good or
bad or average time. Instead, I chose to observe the environment and understand how much empathy
kids can off er in an interactive reading or playing environment.
kids can offer in an interactive reading or playing environment.
<sup><span class="margin-note loop-note">6 2 6<img src="../irmak/loop.png"></span></sup>
### Loop 8
What does the joy of destruction and the awe eff ect have to do with interactivity?
What does the joy of destruction and the awe effect have to do with interactivity?
Indeed, why did we ever start playing games? The most important aspect of a game for me is that
it surprises you and leaves you in awe towards something you werent expecting happened. I feel
like every reaction I give when Im surprised, is a mirror of what I felt when I was playing freeze
@ -372,6 +382,8 @@ games that try to tell stories worth listening with attention. Wink is also an a
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.
<sup><span class="margin-note loop-note">7 5 3<img src="../irmak/loop.png"></span></sup>
### Loop 9
Interactivity in reading and writing in history. What changed?
@ -388,20 +400,16 @@ 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, clarifications which make the text inhabit different 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 fill 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 fiction
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 different modes of reading as well.
After the 80s, Interactive fiction 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.
The 21st century off ers a combination of text and illustrations in augmented reality books that
where the player has the autonomy to be creative and fill in the blanks to win the game. Simultaneously, text-based adventure games such as Zork and Adventure were popular. Early days of computing offered a
wide space for exploring virtual worlds. In the early 80s, hypertext fiction 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 different modes of reading as well. After the 80s, Interactive fiction 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.
The 21st century offers 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
@ -413,10 +421,11 @@ the delicacy of a narrative where you can only be a reader and the excitement of
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.
tools that created the awe effect 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.
<sup><span class="margin-note loop-note">10 8 10<img src="../irmak/loop.png"></span></sup>
### Loop 10
Experimentation of creative exercises to be used in WINK. Exercises of storytelling
@ -429,6 +438,7 @@ which parts of the story the children found exiting and which ones are not so th
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 couldnt record or use any data from the workshop but I
made some helpful observations from my time there.
<sup><span class="margin-note"><img src="../irmak/hitch.png">This loop is all about the observations I made during the workshops and the decisions I made, according to the results.</span></sup>
The first workshop I planned consisted of two main parts that made up 20 minutes. The first 10
minutes we read Bee Within (attached in the appendix) together in a circle and the last 10 minutes
@ -466,8 +476,8 @@ the bees were buzzing all around. “The kid” usually sat near the tree, on th
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 dont wanna leave Gray(the tree)”
*“I want to go on an adventure”*
*“I dont 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.
@ -479,7 +489,7 @@ with their mouths as trees.
The next workshop was to discover how improv would work without reading the story first. This
workshop was fruitful because it helped me realize how much information or guidance I have to
off er for children in order for them to be comfortable to participate and interact without confusion.
offer for children in order for them to be comfortable to participate and interact without confusion.
We made a circle and I summarized the story to the kids, acting in the middle of the circle. This
broke the ice completely because I was a part of the workshop and they thought I was funny. For
the next part, I divided the group in three and assigned a character to them. After this, I asked
@ -504,29 +514,30 @@ and put her red jacket on. This made me think about using color to show emotions
was good to see that they werent scared or discouraged by negative emotions as well. We ended
the workshop by drawing our characters. It was nice to see them own their imaginary characters
enough to draw them with joy.
<sup><span class="margin-note"><img src="../irmak/broken.png">There is a broken knot here because I changed my mind about adding motional elements to the tree character. Kids seemed to see the tree as stationary.</span></sup>
The last workshop was dedicated to discovering the sound aspect. The tree in the story speaks
in verses so I chose one verse and read/performed it in a circle to begin with. Then I gave them
some instruments: a drum, a bell, aluminum folio, a balloon and a bubble wrap. I asked for a few
volunteers and they made sound eff ects as I read the verse very slowly. This went good and I saw
volunteers and they made sound effects as I read the verse very slowly. This went good and I saw
that they like to dramatize the sounds and make them funny or unexpected. They used the bubble
wrap to make sounds for snowing or aluminum folio for the volcano. They had great fun but I
think I made a mistake by making a few kids do foley at the same time because they didnt know
how to take turns and were hesitant at first. Then quite impressively, they made their own system
where they took turns to make eff ects for each sentence.
where they took turns to make effects for each sentence.
Then I made four groups of three. 3 kids as actors and 3 kids as foley actors. They buddied up
and made short scenes where one group made sounds eff ects to the others acting on stage. This
and made short scenes where one group made sounds effects to the others acting on stage. This
was the best part of this workshop because they could lead the actors with the sounds they made
or vice versa. This I think is very important because it shows that they like to be a part of or be
eff ective to the story itself. They were very creative in using the objects in the room and turning
effective to the story itself. They were very creative in using the objects in the room and turning
them into a tool for sound. They enjoyed to foley the bee and the other characters not so much.
Which showed me that I should focus on the sound of the bee in the prototype.
Overall, the workshops were very helpful for me to understand where to focus on as I develop. I
realized that some of the sound, color and movement animations I planned were too complicated
and I decided to make them more simplistic. I decided to animate the tree with only color because
I was eff ected by this one participant who took the red jacket to represent the tree was mad.
I was effected by this one participant who took the red jacket to represent the tree was mad.
For the bee I decided to focus on sound more. For the kid I decided to use more visual animations
to make it more interesting.
@ -538,6 +549,8 @@ the tree because it seemed like they needed more stimulation to be interested in
though a reveal the story click game could keep them interested. For the bee, knowing they like
the character, I wanted to make it more like a game to give the kids a chance and autonomy to be
a part of the story itself.
<sup><span class="margin-note loop-note">2 6 9<img src="../irmak/loop.png"></span></sup>
### Loop 11
The differences of these exercises in WINK than the already existing interactive
@ -560,8 +573,9 @@ For future prototypes, I envision space to draw and write as a contribution to t
turning Wink into a hybrid format with more autonomous features. For me, at this point, its valuable
and essential to see if my technique of combining narratives is working or not.
### Loop 12
### Loop 12
## Standing End
<sup><span class="margin-note loop-note">12 12 12<img src="../irmak/loop.png"></span></sup>
After many loops of thought, we are here at the standing end of the thesis. There is room for
more loops and knots in the future to secure this string of thought but for now, we have come to
the dock and rest ashore.
@ -579,13 +593,13 @@ tackle the desire of making something for children.
Now from where I stand, I feel more rooted and have a clearer idea of what works and doesnt
work. Some features that I think would work very well like the choice of writing didnt go as
planned because multiple narratives is already too much. I realized I underestimated the eff ect of
planned because multiple narratives is already too much. I realized I underestimated the effect of
introducing a new media to children. This is why I decided to take it step by step with the interactivity.
Taking a step to make Wink and using the story I wrote and feel is important in my personal history
as a prototype was a breakthrough. I feel like my interest and desire to discover new ways of
writing, reading and experiencing literature is ongoing and it was a beautiful journey so far. I am
looking forward to making more knots on this long and mysterious string at hand.
writing, reading and experiencing literature is ongoing and it was a beautiful journey so far.
I am looking forward to making more knots on this long and mysterious string at hand.
</section>
@ -593,45 +607,54 @@ looking forward to making more knots on this long and mysterious string at hand.
Cope, B. and Kalantzis, M. (2009) “multiliteracies”:
New Literacies, new learning, Pedagogies: An International Journal,
4(3), pp. 164195. doi:10.1080/15544800903076044.
<br>
Dettore, E. (2002) “Childrens emotional GrowthAdults role as emotional archaeologists,”
Childhood education, 78(5), pp. 278281. doi:
10.1080/00094056.2002.10522741.
<br>
Ingold, T. (2015) The life of lines.London, England: Routledge.
<br>
Lawrence, R. L. and Paige, D. S. (2016) “What our ancestors knew: Teaching and learning through storytelling:
What our ancestors knew: Teaching and learning through storytelling,”
Lawrence, R. L. and Paige, D. S. (2016) “What our ancestors knew: Teaching and learning through storytelling:What our ancestors knew: Teaching and learning through storytelling,”
New directions for adult and continuing education, 2016(149), pp. 6372.
doi: 10.1002/ace.20177.
<br>
Papert, S. and Papert, S. A. (2020) Mindstorms
(revised): Children, computers, and powerful ideas. London, England:
Basic Books.
<br>
Ryan, M.-L. (2009) “From narrative games to playable
stories: Toward a poetics of interactive narrative,” StoryWorlds A
Journal of Narrative Studies, 1(1), pp. 4359. doi: 10.1353/stw.0.0003.
<br>
Smeets, D. and Bus, A. (2013) “Picture Storybooks Go Digital: Pros and
Cons,” in Quality Reading Instruction in the Age of Common Core
Standards. International Reading Association, pp. 176189.
<br>
Strohecker, C. (ed.) (1978) Why knot? MIT.
<br>
The Effect of Multimodality in Increasing Motivation and Collaboration among
4th CSE EFL Students (no date).
<br>
Turkle, S. (ed.) (2014) Evocative objects: Things we think with. MIT
Press.
<br>
Urton, M. M. &amp;. (2018) The khipu code: the knotty mystery of
the Inkas 3D records, aeon. Available at: https://
aeon.co/ideas/the-khipu-code-the-knotty-mystery-of-the-inkas-3d-records.
<br>
Vega, N. (2022) Codes in Knots.
Sensing Digital Memories, The Whole
Life. Available at: https://wholelife.hkw.de/
codes-in-knots-sensing-digital-memories/.
## Acknowledgements
Thank you Marloes de Valk, for your enlightening feedbacks and ideas. Thank you Michael Murtaugh, Manetta Berends, Joseph Knierzinger, Leslie Robbins and Steve Rushton for sharing your time and knowledge with me throughout these years.
Thank you XPUB friends for funny, hectic and memorable moments we made together.
Thanks to my family and especially Kemal, my brother, who supported me in my studies and encouraged me to do better, always...
_So long and thanks for all the fish!_
---

@ -1998,20 +1998,23 @@ consumerism and low attention span is a rising issue especially amongst
young readers, this was an important task to tackle. The thought of Wink
emerged to find a more sustainable and creative way of reading for
elementary school children.</p>
<hr />
<p>Working as a childrens literature editor for years, I came to a
realisation that picture books were turning into another object that
kids read and consume on daily basis. At least this is what I observed
in Turkey. Teachers and parents were finding it difficult to find new
books constantly or were tired of rereading the same book.</p>
<figure>
<img src="../images/../images/../irmak/twine.png" class="half-image"
alt="“The twine map of text based story, reachable from Bee Within.”" />
<figcaption aria-hidden="true">“The twine map of text based story,
reachable from Bee Within.”</figcaption>
</figure>
<p><img src="../images/../images/../irmak/cg.png"
alt="“Click game story of the Queen Bee.”" />{.half image}</p>
<p>Working as a childrens literature editor for years, I came to a
realisation that picture books were turning into another object that
kids read and consume on daily basis.</p>
<figure>
<img src="../images/../images/../irmak/cg.png" class="image-95"
alt="“Click game story of the Queen Bee.”" />
<figcaption aria-hidden="true">“Click game story of the Queen
Bee.”</figcaption>
</figure>
<p>Teachers and parents were finding it difficult to find new books
constantly or were tired of rereading the same book.</p>
<figure>
<img src="../images/../images/../irmak/printp33.jpg" class="image-95"
alt="“Example page from the print version of the picture book.”" />
@ -2035,17 +2038,17 @@ the picture book.”</figcaption>
<p>As a young person in the publishing sector, I believe there should be
more options for children as there is for adults; such as ebooks,
audiobooks etc. But moreover a “book” that can be redefined, reread or
be interacted with. So I revisited an old story I wrote, translated to
English and named it, “Bee Within”.</p>
<p>Bee Within, is a story about grief and it is based on my experiences
throughout the years. I erased it, rewrote it, edited it, destroyed it
multiple times over the past years, simultaneously with new experiences
of loss. In the end, I believe the story turned out to be an ode to
remembering or might I say an ode to not being able to forget or an ode
to the fear of forgetting which I now think is a great and sweet battle
between death and life. I think it is an important subject to touch
upon, especially for children dealing with trauma in many parts of the
world.</p>
be interacted with So I revisited an old story I wrote, translated to
English and called it, “Bee Within”.</p>
<p>Bee Within, is a story about grief/memory and it is based on my
experiences throughout the years. I erased it, rewrote it, edited it,
destroyed it multiple times over the past years; simultaneously with new
experiences of loss. In the end, I believe the story turned out to be an
ode to remembering or might I say an ode to not being able to forget or
an ode to the fear of forgetting which I now think is a great and sweet
battle between death and life. I think it is an important subject to
touch upon, especially for children dealing with trauma in many parts of
the world.</p>
<figure>
<img src="../images/../images/../irmak/printp1.jpg" class="half-image"
alt="“example page from the picture book”" />
@ -2097,7 +2100,7 @@ alt="“A small sequence of onclick animation for Bee Within”" />
for Bee Within”</figcaption>
</figure>
<figure>
<img src="../images/../images/../irmak/45.png" class="image-95"
<img src="../images/../images/../irmak/45.png" class="half-image"
alt="“A screenshot from Wink!”" />
<figcaption aria-hidden="true">“A screenshot from Wink!”</figcaption>
</figure>
@ -2383,9 +2386,9 @@ ability of expressing themselves. The language gained as kids comes in
many forms and storytelling plays a crucial role in this development.
The exposure to stories prepares the kids to the era of reading and
writing. Children come to understand and value feelings through
conversation (Dettore, 2002). When children are off ered to read or
share stories, they also learn to understand people around them better
and gain emotional literacy.</p>
conversation (Dettore, 2002). When children are offered to read or share
stories, they also learn to understand people around them better and
gain emotional literacy.</p>
<p>Storytelling has been a means of communicating with others for many
centuries. It is not only a way to discuss important events, but also a
way to entertain one another (Lawrence &amp; Paige, 2013). Stories have
@ -2412,7 +2415,7 @@ becoming writers. What kind of reward can we expect from active
participation in a story? Narrative pleasure can be generally described
in terms of immersions (spatial, temporal, emotional, epistemic) in a
fictional world (Ryan, 2009). When we are set to create or co-create a
world, the narrative has eff ects on us such as curiosity, suspense and
world, the narrative has effects on us such as curiosity, suspense and
surprise. At this point, we start creatively producing ideas to keep
these three emotions. <sup><span
class="margin-note"><img src="../images/../images/../irmak/unnamed-1.png">Multiliteracy
@ -2479,7 +2482,7 @@ the missions are solely based on the interactive elements implemented in
the text and images.</p>
<p>Another difference is that the visual world in an interactive e-book
is less cinematic and has limited movement. The imagery plays a massive
role in a storytelling game where the world created is off ered to the
role in a storytelling game where the world created is offered to the
player. In an interactive e-book, the text itself is designed to be
playful and ready for readers to discover.</p>
<p>The main difference in my opinion that separates these two methods of
@ -2488,9 +2491,11 @@ victory, passing a level or unlocking something throughout the
experience. In an interactive e-book, we work with the story and in
return we expect a good experience and there is no reward other than
that. But, the whole design of interactivity involves aspects of a game
where the reader not the player- is captured by surprise eff ects or
where the reader not the player- is captured by surprise effects or
elements that come up on the pages. This ignites curiosity but not
ambition, which is a good start to foster the love for reading.</p>
ambition, which is a good start to foster the love for reading.
<sup><span class="margin-note loop-note">5 4
11<img src="../images/../images/../irmak/loop.png"></span></sup></p>
<h3 id="loop-4">Loop 4</h3>
<p>Ways of using interactivity in digital platforms</p>
<p>CASA theory, also known as the Cognitive-Aff ective-Social Theory of
@ -2503,7 +2508,10 @@ trying to design an interactive experience. This is because children get
bored very easily and can be disengaged because of failure of
solving/understanding something in a story. This is something I kept in
mind as I wrote for children and chose the interactive elements in the
story.</p>
story. <sup><span
class="margin-note"><img src="../images/../images/../irmak/unnamed-1.png">CASA framework
helped me understand the key elements in designing for
children.</span></sup></p>
<p>Finding the balance between making the interactive element surprising
and making it easy to interact with is the key to designing for kids in
this scenario. We dont want to make them struggle and use the limited
@ -2519,12 +2527,14 @@ freely. CCI suggests that when introducing a new media to children its
better to start easy and clear when they try it. Through this I think
the best easy interaction is the tap or click for children. It is easy
to do, instinctive and common. So I decided to base the interactive
elements on click animations.</p>
<p>There are multiple ways to use digital gestures in storytelling to
make the experience more intriguing. These are usually elements such as
sound, animations, voice-overs that are ignited with a click or tap by
the reader. For children younger than 5, its usually just tapping over
the page and experiencing an action-reaction. For older kids between the
elements on click animations. <sup><span
class="margin-note"><img src="../images/../images/../irmak/unnamed-1.png">CCI was a theory
that helped me decide on the interactive elements.</span></sup> There
are multiple ways to use digital gestures in storytelling to make the
experience more intriguing. These are usually elements such as sound,
animations, voice-overs that are ignited with a click or tap by the
reader. For children younger than 5, its usually just tapping over the
page and experiencing an action-reaction. For older kids between the
ages 6-8, I made some workshops to figure out which types of interactive
elements are most useful in engaging them in the reading process.</p>
<p>It is true that sound and animations are very inclusive and it is
@ -2533,7 +2543,8 @@ clicking on images. Another thing I found out is that kids enjoy being a
part of the story. For the prototype of Bee Within (the story I am using
to test interactivity also can be read in the appendix) I will focus on
color, sound and click based animations according to the results of my
research.</p>
research. <sup><span class="margin-note loop-note">4 3
2<img src="../images/../images/../irmak/loop.png"></span></sup></p>
<h3 id="loop-5">Loop 5</h3>
<p>What is the target age group for the designated prototype and
why?</p>
@ -2544,6 +2555,9 @@ day increasing interest in play. They can take on roles in imaginative
play scenarios. They can also share and take turns more, listen and
think about rules of a game. They can form friendships and connections
easily.</p>
<p><sup><span class="margin-note"><img src="../images/../images/../irmak/hitch.png">This
data about school age children was a starting point to choose the age
group to have the workshops with.</span></sup></p>
<p>School age children are between the ages 6-12, which is Winks chosen
age group is a little different. These kids can form more rooted
friendships and engage in more complex narratives. They learn to
@ -2564,7 +2578,8 @@ it is fairly easy to create an interactive picture book which kids can
navigate themselves and be able to browse through with or without their
parents. But for Wink, I chose to design for older kids because I want
to experiment on multi-leveled narratives and I want to avoid the risk
of confusing children.</p>
of confusing children. <sup><span class="margin-note loop-note">3 10
7<img src="../images/../images/../irmak/loop.png"></span></sup></p>
<h3 id="loop-6">Loop 6</h3>
<p>Limits of interactivity in narratives for children and why do we have
less modes of reading and writing for children?</p>
@ -2572,9 +2587,13 @@ less modes of reading and writing for children?</p>
children due to their advanced skills in technology from early ages,
there are also risks involved in this where the kid can be overwhelmed
and confused due to the autonomy they receive. Reading a story is
supposed to be eff ortless and a good free time activity but with
supposed to be effortless and a good free time activity but with
interactive picture books, it is slightly more than that and more
complicated as an experience.</p>
complicated as an experience. <sup><span
class="margin-note"><img src="../images/../images/../irmak/elbow.png">This is the elbow of
our strings. Elbows are created when an additional twist is added to a
loop. In this case, it represents the counter argument in the
string.</span></sup></p>
<p>First of all, with the story at hand, called Bee Within, there are
two other stories in one. Although the main story is about a little
girls journey, kids get the chance to hear the Queen Bees story and
@ -2598,10 +2617,12 @@ read a book or play a game instead of discovering a new thing, which
they are exposed to daily because they are always in a process of active
learning. So one more thing to learn might come as exhausting.
Therefore, in designing, I want to make interactions as clear as
possible for them.</p>
possible for them. <sup><span class="margin-note loop-note">9 11
8<img src="../images/../images/../irmak/loop.png"></span></sup></p>
<h3 id="loop-7">Loop 7</h3>
<p>Interactive reading and writing examples and surveys done with kids
As an improvisation theater enthusiast myself, I tried to engage the
<p>Interactive reading and writing examples and surveys done with
kids.</p>
<p>As an improvisation theater enthusiast myself, I tried to engage the
kids with the story through some exercises and games during the
workshops. My aim was to see how involved they want to be in
storytelling. Improvisation has a certain way of storytelling and
@ -2612,15 +2633,19 @@ several improv games and warmups to involve the kids in the story more
and see how they see certain characters from the picture book.</p>
<p>My first attempt was to make a survey at the end of workshops with
kids to whether they liked it or not, but when I researched further,
surveying with kids has very different methods and complications.</p>
<p>Most kids either really like or really dislike things. Finding the in
between emotions with a survey, ends up being vague. Most surveys done
with kids use emoticons as representation of a good or bad or average
time. Instead, I chose to observe the environment and understand how
much empathy kids can off er in an interactive reading or playing
environment.</p>
surveying with kids has very different methods and complications.
<sup><span class="margin-note"><img src="../images/../images/../irmak/broken.png">There is a
broken knot here because I ended up not doing a survey with children at
the workshops.</span></sup> Most kids either really like or really
dislike things. Finding the in between emotions with a survey, ends up
being vague. Most surveys done with kids use emoticons as representation
of a good or bad or average time. Instead, I chose to observe the
environment and understand how much empathy kids can offer in an
interactive reading or playing environment. <sup><span
class="margin-note loop-note">6 2
6<img src="../images/../images/../irmak/loop.png"></span></sup></p>
<h3 id="loop-8">Loop 8</h3>
<p>What does the joy of destruction and the awe eff ect have to do with
<p>What does the joy of destruction and the awe effect have to do with
interactivity? Indeed, why did we ever start playing games? The most
important aspect of a game for me is that it surprises you and leaves
you in awe towards something you werent expecting happened. I feel like
@ -2652,7 +2677,9 @@ 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.</p>
nourishing a new way of storytelling. <sup><span
class="margin-note loop-note">7 5
3<img src="../images/../images/../irmak/loop.png"></span></sup></p>
<h3 id="loop-9">Loop 9</h3>
<p>Interactivity in reading and writing in history. What changed?</p>
<p>Interactivity has always been an experimental area in literature from
@ -2673,25 +2700,25 @@ are maybe the earliest written interactive experiences in a historical
context. They are published with notes and explanations, clarifications
which make the text inhabit different 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
fill 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 fiction 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 different modes of reading as
well. After the 80s, Interactive fiction 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.</p>
<p>The 21st century off ers a combination of text and illustrations in
annotation and margin texts.</p>
<p>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 fill in the blanks to win the game.
Simultaneously, text-based adventure games such as Zork and Adventure
were popular. Early days of computing offered a wide space for exploring
virtual worlds. In the early 80s, hypertext fiction 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
different modes of reading as well. After the 80s, Interactive fiction
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.</p>
<p>The 21st century offers 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
@ -2704,12 +2731,13 @@ 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.</p>
<p>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
in the last years. Some tools that created the awe effect 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.</p>
heading. <sup><span class="margin-note loop-note">10 8
10<img src="../images/../images/../irmak/loop.png"></span></sup></p>
<h3 id="loop-10">Loop 10</h3>
<p>Experimentation of creative exercises to be used in WINK. Exercises
of storytelling with words, images, drawing, sound and gestures.</p>
@ -2721,7 +2749,10 @@ 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 couldnt record or use any data from the workshop
but I made some helpful observations from my time there.</p>
but I made some helpful observations from my time there. <sup><span
class="margin-note"><img src="../images/../images/../irmak/hitch.png">This loop is all about
the observations I made during the workshops and the decisions I made,
according to the results.</span></sup></p>
<p>The first workshop I planned consisted of two main parts that made up
20 minutes. The first 10 minutes we read Bee Within (attached in the
appendix) together in a circle and the last 10 minutes we played little
@ -2765,8 +2796,8 @@ it is winter. Trees didnt 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).</p>
<p>Overall only 2 groups used the option to say a sentence which were,
&gt; “I want to go on an adventure”<br />
&gt; “I dont wanna leave Gray(the tree)”</p>
<em>“I want to go on an adventure”</em><br />
<em>“I dont wanna leave Gray(the tree)”</em></p>
<p>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
@ -2777,8 +2808,8 @@ the kids because they drew on their faces, used plastic bags as wings
for the bee and made sounds with their mouths as trees.</p>
<p>The next workshop was to discover how improv would work without
reading the story first. This workshop was fruitful because it helped me
realize how much information or guidance I have to off er for children
in order for them to be comfortable to participate and interact without
realize how much information or guidance I have to offer for children in
order for them to be comfortable to participate and interact without
confusion. We made a circle and I summarized the story to the kids,
acting in the middle of the circle. This broke the ice completely
because I was a part of the workshop and they thought I was funny. For
@ -2809,36 +2840,39 @@ I said mad, one of the kids ran and put her red jacket on. This made me
think about using color to show emotions for the tree. It was good to
see that they werent scared or discouraged by negative emotions as
well. We ended the workshop by drawing our characters. It was nice to
see them own their imaginary characters enough to draw them with
joy.</p>
see them own their imaginary characters enough to draw them with joy.
<sup><span class="margin-note"><img src="../images/../images/../irmak/broken.png">There is a
broken knot here because I changed my mind about adding motional
elements to the tree character. Kids seemed to see the tree as
stationary.</span></sup></p>
<p>The last workshop was dedicated to discovering the sound aspect. The
tree in the story speaks in verses so I chose one verse and
read/performed it in a circle to begin with. Then I gave them some
instruments: a drum, a bell, aluminum folio, a balloon and a bubble
wrap. I asked for a few volunteers and they made sound eff ects as I
read the verse very slowly. This went good and I saw that they like to
wrap. I asked for a few volunteers and they made sound effects as I read
the verse very slowly. This went good and I saw that they like to
dramatize the sounds and make them funny or unexpected. They used the
bubble wrap to make sounds for snowing or aluminum folio for the
volcano. They had great fun but I think I made a mistake by making a few
kids do foley at the same time because they didnt know how to take
turns and were hesitant at first. Then quite impressively, they made
their own system where they took turns to make eff ects for each
their own system where they took turns to make effects for each
sentence.</p>
<p>Then I made four groups of three. 3 kids as actors and 3 kids as
foley actors. They buddied up and made short scenes where one group made
sounds eff ects to the others acting on stage. This was the best part of
sounds effects to the others acting on stage. This was the best part of
this workshop because they could lead the actors with the sounds they
made or vice versa. This I think is very important because it shows that
they like to be a part of or be eff ective to the story itself. They
were very creative in using the objects in the room and turning them
into a tool for sound. They enjoyed to foley the bee and the other
characters not so much. Which showed me that I should focus on the sound
of the bee in the prototype.</p>
they like to be a part of or be effective to the story itself. They were
very creative in using the objects in the room and turning them into a
tool for sound. They enjoyed to foley the bee and the other characters
not so much. Which showed me that I should focus on the sound of the bee
in the prototype.</p>
<p>Overall, the workshops were very helpful for me to understand where
to focus on as I develop. I realized that some of the sound, color and
movement animations I planned were too complicated and I decided to make
them more simplistic. I decided to animate the tree with only color
because I was eff ected by this one participant who took the red jacket
because I was effected by this one participant who took the red jacket
to represent the tree was mad. For the bee I decided to focus on sound
more. For the kid I decided to use more visual animations to make it
more interesting.</p>
@ -2852,7 +2886,8 @@ like they needed more stimulation to be interested in that story and I
though a reveal the story click game could keep them interested. For
the bee, knowing they like the character, I wanted to make it more like
a game to give the kids a chance and autonomy to be a part of the story
itself.</p>
itself. <sup><span class="margin-note loop-note">2 6
9<img src="../images/../images/../irmak/loop.png"></span></sup></p>
<h3 id="loop-11">Loop 11</h3>
<p>The differences of these exercises in WINK than the already existing
interactive e-book platforms The interactive e-book apps existing today,
@ -2879,10 +2914,11 @@ essential to see if my technique of combining narratives is working or
not.</p>
<h3 id="loop-12">Loop 12</h3>
<h2 id="standing-end">Standing End</h2>
<p>After many loops of thought, we are here at the standing end of the
thesis. There is room for more loops and knots in the future to secure
this string of thought but for now, we have come to the dock and rest
ashore.</p>
<p><sup><span class="margin-note loop-note">12 12
12<img src="../images/../images/../irmak/loop.png"></span></sup> After many loops of
thought, we are here at the standing end of the thesis. There is room
for more loops and knots in the future to secure this string of thought
but for now, we have come to the dock and rest ashore.</p>
<p>Reading this thesis with a string, using concrete thinking as a
technique to go through a research and text was a helpful exercise for
me and helped me mark my thoughts and ideas. The overarching theme of
@ -2897,7 +2933,7 @@ approach and tackle the desire of making something for children.</p>
<p>Now from where I stand, I feel more rooted and have a clearer idea of
what works and doesnt work. Some features that I think would work very
well like the choice of writing didnt go as planned because multiple
narratives is already too much. I realized I underestimated the eff ect
narratives is already too much. I realized I underestimated the effect
of introducing a new media to children. This is why I decided to take it
step by step with the interactivity.</p>
<p>Taking a step to make Wink and using the story I wrote and feel is
@ -2910,32 +2946,46 @@ and mysterious string at hand.</p>
<h2 id="bibliography">Bibliography</h2>
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new learning, Pedagogies: An International Journal, 4(3), pp. 164195.
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emotional GrowthAdults role as emotional archaeologists,” Childhood
education, 78(5), pp. 278281. doi: 10.1080/00094056.2002.10522741. <br>
Ingold, T. (2015) The life of lines.London, England: Routledge. <br>
Lawrence, R. L. and Paige, D. S. (2016) “What our ancestors knew:
Teaching and learning through storytelling: What our ancestors knew:
doi:10.1080/15544800903076044.</p>
<p>Dettore, E. (2002) “Childrens emotional GrowthAdults role as
emotional archaeologists,” Childhood education, 78(5), pp. 278281. doi:
10.1080/00094056.2002.10522741.</p>
<p>Ingold, T. (2015) The life of lines.London, England: Routledge.</p>
<p>Lawrence, R. L. and Paige, D. S. (2016) “What our ancestors knew:
Teaching and learning through storytelling:What our ancestors knew:
Teaching and learning through storytelling,” New directions for adult
and continuing education, 2016(149), pp. 6372. doi:
10.1002/ace.20177.<br />
<br> Papert, S. and Papert, S. A. (2020) Mindstorms (revised): Children,
computers, and powerful ideas. London, England: Basic Books. <br> Ryan,
M.-L. (2009) “From narrative games to playable stories: Toward a poetics
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knot? MIT. <br> The Effect of Multimodality in Increasing Motivation and
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(ed.) (2014) Evocative objects: Things we think with. MIT Press. <br>
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<p>Papert, S. and Papert, S. A. (2020) Mindstorms (revised): Children,
computers, and powerful ideas. London, England: Basic Books.</p>
<p>Ryan, M.-L. (2009) “From narrative games to playable stories: Toward
a poetics of interactive narrative,” StoryWorlds A Journal of Narrative
Studies, 1(1), pp. 4359. doi: 10.1353/stw.0.0003.</p>
<p>Smeets, D. and Bus, A. (2013) “Picture Storybooks Go Digital: Pros
and Cons,” in Quality Reading Instruction in the Age of Common Core
Standards. International Reading Association, pp. 176189.</p>
<p>Strohecker, C. (ed.) (1978) Why knot? MIT.</p>
<p>The Effect of Multimodality in Increasing Motivation and
Collaboration among 4th CSE EFL Students (no date).</p>
<p>Turkle, S. (ed.) (2014) Evocative objects: Things we think with. MIT
Press.</p>
<p>Urton, M. M. &amp;. (2018) The khipu code: the knotty mystery of the
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<p>Vega, N. (2022) Codes in Knots. Sensing Digital Memories, The Whole
Life. Available at: https://wholelife.hkw.de/
codes-in-knots-sensing-digital-memories/.</p>
<h2 id="acknowledgements">Acknowledgements</h2>
<p>Thank you Marloes de Valk, for your enlightening feedbacks and ideas.
Thank you Michael Murtaugh, Manetta Berends, Joseph Knierzinger, Leslie
Robbins and Steve Rushton for sharing your time and knowledge with me
throughout these years.</p>
<p>Thank you XPUB friends for funny, hectic and memorable moments we
made together.</p>
<p>Thanks to my family and especially Kemal, my brother, who supported
me in my studies and encouraged me to do better, always…</p>
<p><em>So long and thanks for all the fish!</em></p>
<hr />
</section>

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