diff --git a/irmak/index.html b/irmak/index.html index 4d3beb4..7a0e92b 100644 --- a/irmak/index.html +++ b/irmak/index.html @@ -16,9 +16,9 @@
  • Special Issues
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    Title

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    Wink- A Prototype for Interactive Children's Literature

    Grad project Description

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    This is where your grad project goes

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    Wink is a platform which contains a children’s story I wrote called Bee Within and am making into an interactive experience, in relation to my research. Throughout this year, I hosted three workshop with kids between the ages 6-8 where we read "Bee Within" and played improvisation games around this theme; games including sound, acting, drawing. The main aim is to make the reading experience more fun for children and to make them re-visit the text to read through the multiple narratives in the story.

    \ No newline at end of file diff --git a/irmak/index.md b/irmak/index.md index ff17300..ba22a0b 100644 --- a/irmak/index.md +++ b/irmak/index.md @@ -5,6 +5,6 @@ author: Stephen --- # Title -Interactive Children's Literature +Wink- A Prototype for Interactive Children's Literature ### Grad project Description -Wink is a prototype which contains a children’s story I wrote and am making into an interactive experience, in relation to my research. Throughout this year, I hosted three workshop with kids between the ages 6-8 where we read "Bee Within" the story I wrote and played improvisation games around this theme; games including sound, acting, drawing. The main aim is to make the reading experience more fun for children and to make them re-visit the text to read through the multiple narratives in the story. \ No newline at end of file +Wink is a platform which contains a children’s story I wrote called Bee Within and am making into an interactive experience, in relation to my research. Throughout this year, I hosted three workshop with kids between the ages 6-8 where we read "Bee Within" and played improvisation games around this theme; games including sound, acting, drawing. The main aim is to make the reading experience more fun for children and to make them re-visit the text to read through the multiple narratives in the story. \ No newline at end of file diff --git a/irmak/thesis.html b/irmak/thesis.html index b6e4c18..704cac5 100644 --- a/irmak/thesis.html +++ b/irmak/thesis.html @@ -16,9 +16,618 @@
  • Special Issues
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    Title

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    Thesis Description

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    This is where your thesis goes

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    Fair Leads

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    Fair leads or Fair winds is a saying sailors and knotters use to greet each other. It comes from the working end of a + string that will soon be forming a knot.

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    + I would like to clarify and introduce some terms for you in order to read this text in the desired + way. For a while, we will stay in the bight of this journey as we move into forming loops, theories + and ideas on how interactive picture books can be used to foster curiosity for reading and creativity + for children. I am building a web platform called Wink that aims to contain a children’s story I + wrote and am making into an interactive experience, in relation to my research. +
    + Through this bight of the thesis, I feel the necessity to clarify my intention of using knots as a + “thinking and writing object” throughout my research journey. Although knots are physical objects + and technically crucial in many fi elds of labor and life, they are also objects of thought and + are open for wide minds’ appreciation. Throughout history, knots have been used to connect, stop, + secure, bind, protect, decorate, record data, punish, contain, fl y and many other purposes. So if + the invention of fl ying -which required a wing that was supported using certain types of knotswas + initiated with the knowledge of how to use strings to make things, why wouldn’t a research + paper make use of this wonderful art as an inspiration for writing and interactive reading? +
    + KNOTS AS OBJECTS TO THINK WITH + There is a delicate complexity of thinking of and with knots, which ignites layers of simultaneous + connections to one’s specifi c experience; where one person may associate the knots with struggles + they face, another may think of connecting or thriving times. In a workshop in Rotterdam, I + asked participants to write three words that comes to mind when they think of knots. There were + some words in common like strong, chaotic, confusing and anxious. On the other hand, there + were variations of connection, binding, bridge and support. Keeping these answers in mind or by + coming up with your words on knots and embodying them in the practice of reading would make + a diff erence in how you understand the same text. +
    + Seeing how these words, interpretations of a physical object were so diff erent to each other was + transcendental. In this thesis, I am excited to share my understanding of knots with you. My three + words for knots are resistance, imagination and infi nity. Keeping these in mind, I experimented + with certain reading modes as you will see later on. +
    + Knots are known to be used 15 to 17 thousand years ago for multiple purposes. These purposes + were often opposing each other. For example, it could be used to let something loose or to restrain + it; for pleasure or pain; for going high above or down below… I believe this diversity of uses can + also be seen in how people approach knots as an idea or a metaphor. One can think it represents + chaos where someone else might see it as a helpful mark. Essentially, this diversity is what got + me interested in knots years ago and since then, I have found ways to implement this “loop of + thought” in my daily life and research methods. +
    + There are two main reasons to why I chose to write this essay in a “knotted” format. One is that I + would like to share my process and progress of research on this project and this involves “thinking + with an object”, in this case types of knots. In Evocative Objects, Sherry Turkle, who is a sociologist + and the founder of MIT initiative of technology and self, refers to the object in the exercise + of thinking as emotional and intellectual companions that anchor memory, sustain relationships + and provoke new ideas. I completely agree with this statement through personal experience. The + second reason is that I see this as an opportunity to experiment if I can use knots as an interactive + (which is not in knots’ nature since they are mainly practiced in solo) and playful element in + writing. This is also why I would like to take a moment to mention what happens to the interplay + of processes in which we call thought when we think with knots in specific. +
    + For Turkle and Seymour Papert, who is a mathematician, computer scientist and educator that + did remarkable research on constructivism, being able to make a reading experience tangible, or + even physically representable makes the process of thought more concrete. Concrete thinking in + this sense is a way of thinking that I adapted to in the past years, where you think with the object + and imagine it vividly during the process and address meanings to it as you read or write along. + This way it’s easier to compartmentalize or attribute certain parts of a text to an imagined or real + physical item which makes the mind at ease with complex chains of thought. + Imagine you are reading a story… What if you think of the string itself as the journey and the + slip knot (which is a type of stopper knot) as a representation of an antagonist because of its specific + use in hunting, would this change your approach to reading this story? I believe so… +
    + What if instead of a slip knot a Bowline was on the string, would that represent something else in + the story because of its usage in practice. A Bowline is commonly used to form a fi xed loop at the + end of a string; it’s strong but easy to tie, untie. Due to these qualities, we can imagine the bowline + to represent the conclusion in a story. What if we have a Square Knot, how would that change the + course of a narrative? Square knot is used to bundle objects and make the two ends of the same + string connect. From just this, we can use it to represent the connection between the beginning + and end of a story. My point is, there are limitless implementations on how to use knots in literature + because of their versatile purposes and the narrative vocabulary they create. Topologists are + still trying to identify seemingly infi nite numbers of combinations which we simply call “knots” + and I see this as an inspiration to keep writing. +
    + One example of the wondrous versatility and potential of knots is how they are used to archive + and encrypt information. Incan people from the Andes region recorded information on Quipus, + dating back to 700 CE. Quipus are textile devices consisting of several rows of cotton and/or + camelid string that would be knotted in a specifi c way to record, store and transmit information + ranging from accounting and census data to communicate complex mathematical and narrative + information (Medrano, Urton, 2018). Another example is the Yakima Time Ball, which was used + by North-American Yakama people to show life events and family aff airs. + This is why I humbly decided to document my research process with a Quipu of my own. I am + trying to symbolize the twists, decisions and practices throughout this year with knots of my + choosing. I was inspired by Nayeli Vega’s question, “What can a knot become and what can become + a knot?” +
    + WEAVING INTO THE TEXT + This thesis expects participation from its reader. You have the option to have a mode of reading, + where you will be guided by strings to start reading from a certain section according to the type of + reader you are and read the loops one by one until the end, weaving through the text. To determine + the string or mode of reading, there are some simple questions to answer. + The three modes of reading are combine, slide, build . After you discover the starting point + with the yes or no map in the upcoming pages, you will continue the reading journey through the + strings of diff erent colors that will get you through the text. This way, the linear text will become + in a way, non-linear by your personal experience. + Bear in mind that you can choose to read this thesis from beginning to end as a single string too if + you wish so. +
    + Combine mode of reading is for readers who are more interested in the journey and the connections + between process and result. Slide mode of reading is for more laid back readers who + aren’t looking to connect ideas but are more focused on the motivation and purpose of the + project. Build readers are detail oriented and academic readers who would prefer a “traditional” + lead to reading. +
    + Alongside the different strings to follow the text, there will be little drawings in the margins as seen + above, which will have diff erent representations like in a Quipu. Certain knots represent the experiences + that raise interesting opportunities for research and distinct events I went through while making + the project and underneath the drawing you can fi nd the relation to the knot itself explained. + For example if I couldn’t manage to do something I planned to do, this will be represented with a + broken knot. Bend knots which are used to connect two strings, will be representing the relation between + theories and my ownexperiences/motivations. Hitches which are knots that are formed around a + solid object, such as a spar, post, or ring will be representing the evidence or data I have collected on + the subject. We move on now with the working end and make some loops! +
    + This map will reveal your mode of reading. The order of reading will be indicated with a loop sign + Please hold a string in your hand as you read the text and make knots or loops as you weave through the + reading as an exercise for concrete thinking. See you at the standing end! + and a number on top of the sign with a color. This is the numeric order you can follow to read the thesis. + + Working End + + Why am I doing this? +
    + My desire to write a children’s book about grief and memory ignited when I was studying in college + and doing an internship in a publishing house in Ankara. I was struggling to process a loss I + experienced at the time and to fi nd something to cling to on a daily basis. Then one day I started + hearing a buzzing sound in my bedroom at my family’s house. I searched everywhere but couldn’t + fi nd the source for this noise. I asked my father and he started searching too. A couple of days + passed and the buzzing was still there. +
    + One day I found a bee on the fl oor in my bedroom and realized that the bees nested on the roof + and were coming inside my room through a gap in the lamp. I was terrifi ed because I have an + allergy to bees and thought they might sting me in my sleep. This moment was when I realized I + was so determined to fi nd this buzzing sound for some time that I forgot about dealing with the + loss I was experiencing. This made me feel very guilty and I remember thinking I betrayed the + person I lost. +
    + As funny as it may appear, I felt like I was sabotaged by these bees that I thought were here to + hurt me but in the end they made me understand that its ok to let things go and every being does + what it has to do to fi nd its way of survival. The little habitat that they chose to create in my room + seemed like a calling or a sign that I can aff ect another living being signifi cantly without being + aware of it. This goes for everything, no matter if some people leave us in this world, they have + living matter in us that keeps pulsing. So then I started researching bees and their ecosystems. I + read Alan Watts, Alan Lightman, Emily Dickinson, Maurice Sendak, Meghan O’Rourke, Oliver + Sacks, Joanna Macy, Rilke, Montaigne and theories on order in chaos, correlative vision, harmony + of contained confl icts and the mortality paradox. I wrote a lot and erased a lot and fairly + fi gured out the wisdom of not knowing things. +
    + Years passed and I wrote and deleted and rewrote the story that I am working on to make interactive + today so many times and was waiting on it because it always felt incomplete. In a way it + will always be incomplete because of the natural ambiguity the topic carries. Years later, grief was + back in my life with the loss of my grandfather. So therefore, the story I wrote and abandoned + changed again as I attempted to rewrite it as a diff erent version of myself with a diff erent understanding + of death. And this went on… The story remained hidden and I forgot why it ever existed + in the fi rst place. +
    + Last year when two earthquakes hit Syria and Turkey, I was drowned like everyone I know, by a + collective trauma and grief. Then this horrible feeling fl ared up by neglect and desperation. It was + and still is impossible to mourn so many strangers at the same time. I lost two dear friends, I was + furious, away from home, mostly alone and remembered vividly my failed attempt to understand + or place grief in one of the piles in my mind. +
    + Previous months, I was working on this story (yes, again) but didn’t know how to tackle the text + because it was so diff erent to what I was experiencing now, when compared to the last time I rewrote + it. A tutor asked me why I wrote this story in the fi rst place and I couldn’t remember. I kept + tracing back to 2016 and step by step, remembered why, as told above. The consciousness that this + story is actually a personal history of how I went through grief in diff erent stages of my life, made + me realise that it doesn’t have to be or even can be a perfect story. +
    + In the end with the experience I had with loss, 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 +
    + Loop 2 + The effect of storytelling knowledge on kids’ development and creativity. What can + we learn from open ended and multiple ending stories? + ability to form basic stories or to express their emotions through fi ctional characters or events. + Children are not born with a wide vocabulary of emotions and expressions. They learn how to + read, mimic and express their feelings over time. The more children read, write and are exposed + 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 read or share stories, they also learn to understand people around them better and gain emotional + literacy. +
    + 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 & Paige, + 2013). Stories have been told orally, in writing or with drawings for thousands of years and some + of these stories are still alive. This is because language is a living thing that travels through time + and still remains brand new. When necessary, it just adapts form, evolves and blends in with the + changing world. Children comprehend the idea that they have a story to tell by hearing other + stories and this ignites the imagination. We tend to forget many things but almost everyone remembers + one small story they heard or read when they were a kid, this moment we remember is + the moment a certain story sparked for us. +
    + Nowadays storytelling takes many forms. For example, some readers’ story might even begin from + here although it isn’t the beginning. Interactivity is one of the storytelling forms that can signifi - + cantly improve children’s creativity. This is mainly because children as readers or listeners get to + contribute and aff ect the story. This of course requires and improves creative and active thinking. + Getting the chance to choose a path for a fi ctional character gives the child the freedom and confi + dence of constructing a world, a character or an adventure. Although this is essentially “writing” + 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 fi ctional + 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 surprise. At this point, we start creatively producing ideas to + keep these three emotions. +
    + Interactive storytelling reminds everyone but especially children that there are limitless endings to + a story that is solely up to the maker’s creation. Learning to think this way instead of knowing or + assuming an end to a story, I think infl uences the children’s decision making abilities and sense of + responsibility towards their creations. It is basically the same in theatre where if an actor chooses + to create an imaginary suitcase on stage, they can’t simply leave this object they created on stage + and exit the scene because the audience will wonder why the actor didn’t take the imaginary + suitcase as they left. In this case, when kids decide to choose a path or item or any attribute for a + character in a story, they feel responsible and curious to see it through to the end or decide what + to do with it. This interactivity therefore creates a unique bond between the reader/writer and + the text. +
    + There are many theories on how to approach interactive literature for children. Multi-literacy theory + and digital literacies are some of the theories which I fi nd relevant to my aim with Wink. Multiliteracy + theory in a nutshell is an education oriented framework that aims to expand traditional + reading and writing skills. This theory was developed by the New London Group. They were a + collective of scholars and educators who addressed the changing nature of literacy in an increasingly + globalized, digital world. The theory explores multiple modes of communication consisting + The sense of storytelling settles for kids, starting from age three. By this time, children have the + of multimodal communication, cultural and social contexts, critical inquiry, socio-cultural learning + theory and pedagogical implications. Multimodal communication focuses on the variety of + communication techniques. This was groundbreaking in the 90s because of its acknowledgment + of a diverse range of literacies and its departure from traditional approaches to literary texts. This + theory includes new media and communication studies such as visual, digital, special and gestural + literacies. +
    + I kept this theory in mind as I chose the interactivity elements to use in the picture book. I think + the usage of multiple media such as sound, image and games is a good way to start and diff erentiate + from a regular interactive e-book. The fact that this theory has an educational perspective and + is taking the rapidly changing qualities of literature seriously, made me consider it as a guide in + designing the prototype. +
    + Looking through the perspective of multiliteracies, questions come up for me that lead to the + rest of this thesis: What is an interactive picture book? Is it a book? Is it a game? Is it an exercise? + What is it defi ned as? How can we design an interactive reading environment without confusing + children? +
    + Loop 3 + Diff erences and similarities between interactive e-books and storytelling games + Storytelling games and interactive e-books have many things in common. To begin with, they + both centralize the narrative to engage the audience. While both of these formats are storytelling + tools, e-books tend to stay more in a linear narrative and format when compared to storytelling + games where the audience is commonly the main character. Reading experiences are also a way + to be in the shoes of the narrator or the character but in a storytelling game, you embody the mission + and the experience overrules the story most of the time. In the specifi c example of a child, + storytelling games are complicated and puzzle driven where the player has missions to complete. + Whereas in an interactive e-book, the missions are solely based on the interactive elements implemented + in the text and images. + Another diff erence 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. + The main diff erence 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 + elements that come up on the pages. This ignites curiosity but not ambition, which is a good start + to foster the love for reading. +
    + Loop 4 + Ways of using interactivity in digital platforms + CASA theory, also known as the Cognitive-Aff ective-Social Theory of Learning and Development, + is a framework used in educational psychology to understand how learning occurs within + the context of cognitive, aff ective, and social factors. Research on cognitive learning with keeping + in mind the limited attention span and memory factors. For children in specifi c, I think these are + very important factors to keep in mind when 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. +
    + 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 don’t want to make them struggle + and use the limited attention span in a non-engaging way but we want to keep the reading interesting + enough so they want to continue. + Digging deeper into how to do this, I found Children Computer Interaction (CCI) study very + useful. This study examines how children of diff erent ages and developmental stages interact with + digital devices and how these interactions can support their growth. This made me think about + digital gestures; how they change through generations and how to use these to design a platform + where children can navigate easily and 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. + 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 + fi gure out which types of interactive elements are most useful in engaging them in the reading + process. + It is true that sound and animations are very inclusive and it is engaging for kids to fi nd out which + part of a page is interactive by 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. + Loop 5 + What is the target age group for the designated prototype and why? + It is tricky when it comes to choosing the right age spectrum for children’s interactive literature. + Children between the ages 3-5, referred to as preschoolers have more developed social skills and + day by 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. + School age children are between the ages 6-12, which is Wink’s chosen age group is a little diff erent. + 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 benefi t the most from the interactive + stories and the reading process because of the developmental phase they are in. + The average amount of time children between these ages use on a daily basis is depending on + their parents and circumstances. But to be fair, it is often not less than 2 hours. If a child isn’t very + interested in spending these hours reading a book, why not ask them: “Would you like to be a part + of a story?” + Today, kids from age 3 can use digital gestures successfully and experience these as simple as + fl ipping the page of a book. This is why 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. +
    + Loop 6 + Limits of interactivity in narratives for children and why do we have less modes of + 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 + than that and more complicated as an experience. + 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 girl’s journey, kids get the chance to hear the Queen Bee’s story and + the tree’s story as well. This is not a must but if they interact with certain pictures on the page, + they will be led to the bee’s perspective or the trees. This is where the storyline can get a little bit + complicated for younger kids. The child reader at this point should be able to follow the main + storyline after visiting the side quests or stories presented in the interactive book. To create this + balance I tried to limit the interactive elements I used in the main story. I tried to keep the picture + animations limited and focused more on the storylines. + Another aspect I am concerned about after the workshop I did with the kids, is the risk of confusion + due to an undefi ned and multimodal design for a “book”. Kids tend to be confused when + they can’t defi ne things or are asked to improvise without knowing the purpose.They know what a + book is and that it is similar to what they encounter on the screen. But the method of reading and + interacting with Bee Within is diff erent than what they are used to. This concerns me because they + might prefer to just 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. + Loop 7 + 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 + either too many options or none. You need to have good empathy and harmony with the person + you are acting with and you are designated to be creative in your own way. I tried to use several + improv games and warmups to involve the kids in the story more and see how they see certain + 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 diff erent methods and complications. + 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. + Loop 8 + What does the joy of destruction and the awe eff ect 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 weren’t expecting happened. I feel + like every reaction I give when I’m surprised, is a mirror of what I felt when I was playing freeze + and had to stop moving at any given time or when I found the last friend hiding somewhere in + hide and seek. This feeling of appreciation and unexpectedness is why most people remember + certain games, movies from their childhoods very vividly. Its an introduction to a feeling we experience + maybe for the fi rst time because we don’t necessarily learn from books how and when to + feel surprised, that is why it’s a surprise; we live it, experience it and it leaves and impression with + us. +
    + In my opinion, what drives everyone as a common denominator is amazement; because it takes + us to our childhoods or distant memories where we fi rst felt that feeling of awe. This is the main + purpose behind any kind of interactive design and I think books can be an amazing medium to + 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. + Loop 9 + Interactivity in reading and writing in history. What changed? + Interactivity has always been an experimental area in literature from inscriptions to narrative + 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 + 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. +
    + 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. +
    + 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 + control. No one actually attempted in using objects from the room which is a huge diff erence with + the kids because they drew on their faces, used plastic bags as wings for the bee and made sounds + with their mouths as trees. + The next workshop was to discover how improv would work without reading the story fi rst. 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. + 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 + them to decide on an attitude, pop in the middle and tell or act out their character. I went fi rst + and they followed easily. They were not under the infl uence of the story so the performances were + diff erent but they still got infl uenced by each other, which in my opinion is inevitable. Some of the + kids were buzzing/running around, the “kids” were walking around, acting like they are playing + which I found very interesting. Some trees were small some were mighty and old. It was helpful to + see the diff erent attributions they gave to the characters. + After the circle session, they separated in three groups: the kids, the bees and the trees. I asked + each group to come up, walk around randomly, embodying the character they chose. Then as I + rang the bell, I asked them to change the character. I asked them to be a busy, tired, injured, happy + and scared bee one by one. They kept walking randomly and acted these feelings out. For the + “kids”, I asked them to be angry, sad, scared, and curious. For the trees I asked them to be wise, + mad, funny and happy. The results were amazing. They adapted very quickly to the changing of + emotions which showed me that this age gap was good to work with. The trees stopped walking + as I changed the emotions and this was an affi rmation to not animate the tree with movement but + more with changing of color and tiny animations. They mostly used arms and face expressions + to show the emotions, some of them ducked or made sounds. As 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 weren’t 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. +
    + 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 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 didn’t know + how to take turns and were hesitant at fi rst. Then quite impressively, they made their own system + where they took turns to make eff ects 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 + 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. + 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. + 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. +
    + One other thing the workshops helped me with is the multiple stories I am planning to tell in one + narrative. The book I have has two side quest/stories so it nice to see that kids weren’t confused + with these narratives. I decided to make the story of the tree as a click game where the lines + appear by clicking and the bee’s story through a text based game. I wanted to use click game with + the tree because it seemed 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. + + Loop 11 + The diff erences of these exercises in WINK than the already existing interactive + e-book platforms + The interactive e-book apps existing today, made especially for children, are quite similar in both + format and purpose. If we take a look at Bookr, Piboco, and Kotobee, we can see they seek a new + way to tell a story but have one mode of reading. The stories are linear and can be read once, + without side quests. This is the main diff erence with what I am trying to design. + Wink acts as a tool to play with and choose paths. The story isn’t linear in the traditional way + where you interact with the pictures and fi nish the book but there are side stories to the main + story that they can discover or choose not to. I think this is a solid diff erence. This makes it a playable + narrative, diff erent from a book. + This prototype is a good start to see how far I can get with the interactive elements and side + stories without confusing or discouraging the children. There are many other aspects that can be + implemented to this design such as writing elements and drawing but for the meantime, also in + correspondence with the workshops, I choose to test the sound and image along with one main + and two small narratives. + For future prototypes, I envision space to draw and write as a contribution to the story and maybe + turning Wink into a hybrid format with more autonomous features. For me, at this point, it’s valuable + and essential to see if my technique of combining narratives is working or not. + Loop 12 + Standing End + 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. + 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 knots and experimental approach to modes of reading was valuable for me to share + and try as an enthusiastic young writer. I like that I asked the reader to interact with the thesis and + follow paths accordingly. + It was enlightening to see the results of working with kids and be able to see from their point of + view and alter everything according to these encounters. Using CCI and Multiliteracy theory as + a guide to approach the design and prototype was helpful in understanding how to approach and + 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 doesn’t + work. Some features that I think would work very well like the choice of writing didn’t go as + planned because multiple narratives is already too much. I realized I underestimated the eff ect 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. +
    + Bibliography: + Cope, B. and Kalantzis, M. (2009) ‘“multiliteracies”: New Literacies, new learning’, Pedagogies: An International + Journal, 4(3), pp. 164–195. doi:10.1080/15544800903076044. + Dettore, E. (2002) “Children’s emotional GrowthAdults’ role as emotional archaeologists,” Childhood education, + 78(5), pp. 278–281. doi: 10.1080/00094056.2002.10522741. + Ingold, T. (2015) The life of lines. London, England: Routledge. + 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. 63–72. doi: 10.1002/ace.20177. + Papert, S. and Papert, S. A. (2020) Mindstorms (revised): Children, computers, and powerful ideas. London, England: + Basic Books. + 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. 43–59. doi: 10.1353/stw.0.0003. + 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. 176–189. + Strohecker, C. (ed.) (1978) Why knot? MIT. + The Effect of Multimodality in Increasing Motivation and Collaboration among 4th CSE EFL Students (no date). + Turkle, S. (ed.) (2014) Evocative objects: Things we think with. MIT Press. + Urton, M. M. &. (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. + Vega, N. (2022) Codes in Knots. Sensing Digital Memories, The Whole Life. Available at: https://wholelife.hkw.de/ + codes-in-knots-sensing-digital-memories/. + Appendix: +

    \ No newline at end of file diff --git a/irmak/thesis.md b/irmak/thesis.md index 2e9a082..e4030ec 100644 --- a/irmak/thesis.md +++ b/irmak/thesis.md @@ -7,4 +7,612 @@ author: Stephen # Title ### Thesis Description -This is where your thesis goes \ No newline at end of file +

    + I would like to clarify and introduce some terms for you in order to read this text in the desired + way. For a while, we will stay in the bight of this journey as we move into forming loops, theories + and ideas on how interactive picture books can be used to foster curiosity for reading and creativity + for children. I am building a web platform called Wink that aims to contain a children’s story I + wrote and am making into an interactive experience, in relation to my research. +
    + Through this bight of the thesis, I feel the necessity to clarify my intention of using knots as a + “thinking and writing object” throughout my research journey. Although knots are physical objects + and technically crucial in many fi elds of labor and life, they are also objects of thought and + are open for wide minds’ appreciation. Throughout history, knots have been used to connect, stop, + secure, bind, protect, decorate, record data, punish, contain, fl y and many other purposes. So if + the invention of fl ying -which required a wing that was supported using certain types of knotswas + initiated with the knowledge of how to use strings to make things, why wouldn’t a research + paper make use of this wonderful art as an inspiration for writing and interactive reading? +
    + KNOTS AS OBJECTS TO THINK WITH + There is a delicate complexity of thinking of and with knots, which ignites layers of simultaneous + connections to one’s specifi c experience; where one person may associate the knots with struggles + they face, another may think of connecting or thriving times. In a workshop in Rotterdam, I + asked participants to write three words that comes to mind when they think of knots. There were + some words in common like strong, chaotic, confusing and anxious. On the other hand, there + were variations of connection, binding, bridge and support. Keeping these answers in mind or by + coming up with your words on knots and embodying them in the practice of reading would make + a diff erence in how you understand the same text. +
    + Seeing how these words, interpretations of a physical object were so diff erent to each other was + transcendental. In this thesis, I am excited to share my understanding of knots with you. My three + words for knots are resistance, imagination and infi nity. Keeping these in mind, I experimented + with certain reading modes as you will see later on. +
    + Knots are known to be used 15 to 17 thousand years ago for multiple purposes. These purposes + were often opposing each other. For example, it could be used to let something loose or to restrain + it; for pleasure or pain; for going high above or down below… I believe this diversity of uses can + also be seen in how people approach knots as an idea or a metaphor. One can think it represents + chaos where someone else might see it as a helpful mark. Essentially, this diversity is what got + me interested in knots years ago and since then, I have found ways to implement this “loop of + thought” in my daily life and research methods. +
    + There are two main reasons to why I chose to write this essay in a “knotted” format. One is that I + would like to share my process and progress of research on this project and this involves “thinking + with an object”, in this case types of knots. In Evocative Objects, Sherry Turkle, who is a sociologist + and the founder of MIT initiative of technology and self, refers to the object in the exercise + of thinking as emotional and intellectual companions that anchor memory, sustain relationships + and provoke new ideas. I completely agree with this statement through personal experience. The + second reason is that I see this as an opportunity to experiment if I can use knots as an interactive + (which is not in knots’ nature since they are mainly practiced in solo) and playful element in + writing. This is also why I would like to take a moment to mention what happens to the interplay + of processes in which we call thought when we think with knots in specific. +
    + For Turkle and Seymour Papert, who is a mathematician, computer scientist and educator that + did remarkable research on constructivism, being able to make a reading experience tangible, or + even physically representable makes the process of thought more concrete. Concrete thinking in + this sense is a way of thinking that I adapted to in the past years, where you think with the object + and imagine it vividly during the process and address meanings to it as you read or write along. + This way it’s easier to compartmentalize or attribute certain parts of a text to an imagined or real + physical item which makes the mind at ease with complex chains of thought. + Imagine you are reading a story… What if you think of the string itself as the journey and the + slip knot (which is a type of stopper knot) as a representation of an antagonist because of its specific + use in hunting, would this change your approach to reading this story? I believe so… +
    + What if instead of a slip knot a Bowline was on the string, would that represent something else in + the story because of its usage in practice. A Bowline is commonly used to form a fi xed loop at the + end of a string; it’s strong but easy to tie, untie. Due to these qualities, we can imagine the bowline + to represent the conclusion in a story. What if we have a Square Knot, how would that change the + course of a narrative? Square knot is used to bundle objects and make the two ends of the same + string connect. From just this, we can use it to represent the connection between the beginning + and end of a story. My point is, there are limitless implementations on how to use knots in literature + because of their versatile purposes and the narrative vocabulary they create. Topologists are + still trying to identify seemingly infi nite numbers of combinations which we simply call “knots” + and I see this as an inspiration to keep writing. +
    + One example of the wondrous versatility and potential of knots is how they are used to archive + and encrypt information. Incan people from the Andes region recorded information on Quipus, + dating back to 700 CE. Quipus are textile devices consisting of several rows of cotton and/or + camelid string that would be knotted in a specifi c way to record, store and transmit information + ranging from accounting and census data to communicate complex mathematical and narrative + information (Medrano, Urton, 2018). Another example is the Yakima Time Ball, which was used + by North-American Yakama people to show life events and family aff airs. + This is why I humbly decided to document my research process with a Quipu of my own. I am + trying to symbolize the twists, decisions and practices throughout this year with knots of my + choosing. I was inspired by Nayeli Vega’s question, “What can a knot become and what can become + a knot?” +
    + WEAVING INTO THE TEXT + This thesis expects participation from its reader. You have the option to have a mode of reading, + where you will be guided by strings to start reading from a certain section according to the type of + reader you are and read the loops one by one until the end, weaving through the text. To determine + the string or mode of reading, there are some simple questions to answer. + The three modes of reading are combine, slide, build . After you discover the starting point + with the yes or no map in the upcoming pages, you will continue the reading journey through the + strings of diff erent colors that will get you through the text. This way, the linear text will become + in a way, non-linear by your personal experience. + Bear in mind that you can choose to read this thesis from beginning to end as a single string too if + you wish so. +
    + Combine mode of reading is for readers who are more interested in the journey and the connections + between process and result. Slide mode of reading is for more laid back readers who + aren’t looking to connect ideas but are more focused on the motivation and purpose of the + project. Build readers are detail oriented and academic readers who would prefer a “traditional” + lead to reading. +
    + Alongside the different strings to follow the text, there will be little drawings in the margins as seen + above, which will have diff erent representations like in a Quipu. Certain knots represent the experiences + that raise interesting opportunities for research and distinct events I went through while making + the project and underneath the drawing you can fi nd the relation to the knot itself explained. + For example if I couldn’t manage to do something I planned to do, this will be represented with a + broken knot. Bend knots which are used to connect two strings, will be representing the relation between + theories and my ownexperiences/motivations. Hitches which are knots that are formed around a + solid object, such as a spar, post, or ring will be representing the evidence or data I have collected on + the subject. We move on now with the working end and make some loops! +
    + This map will reveal your mode of reading. The order of reading will be indicated with a loop sign + Please hold a string in your hand as you read the text and make knots or loops as you weave through the + reading as an exercise for concrete thinking. See you at the standing end! + and a number on top of the sign with a color. This is the numeric order you can follow to read the thesis. + + Working End + + Why am I doing this? +
    + My desire to write a children’s book about grief and memory ignited when I was studying in college + and doing an internship in a publishing house in Ankara. I was struggling to process a loss I + experienced at the time and to fi nd something to cling to on a daily basis. Then one day I started + hearing a buzzing sound in my bedroom at my family’s house. I searched everywhere but couldn’t + fi nd the source for this noise. I asked my father and he started searching too. A couple of days + passed and the buzzing was still there. +
    + One day I found a bee on the fl oor in my bedroom and realized that the bees nested on the roof + and were coming inside my room through a gap in the lamp. I was terrifi ed because I have an + allergy to bees and thought they might sting me in my sleep. This moment was when I realized I + was so determined to fi nd this buzzing sound for some time that I forgot about dealing with the + loss I was experiencing. This made me feel very guilty and I remember thinking I betrayed the + person I lost. +
    + As funny as it may appear, I felt like I was sabotaged by these bees that I thought were here to + hurt me but in the end they made me understand that its ok to let things go and every being does + what it has to do to fi nd its way of survival. The little habitat that they chose to create in my room + seemed like a calling or a sign that I can aff ect another living being signifi cantly without being + aware of it. This goes for everything, no matter if some people leave us in this world, they have + living matter in us that keeps pulsing. So then I started researching bees and their ecosystems. I + read Alan Watts, Alan Lightman, Emily Dickinson, Maurice Sendak, Meghan O’Rourke, Oliver + Sacks, Joanna Macy, Rilke, Montaigne and theories on order in chaos, correlative vision, harmony + of contained confl icts and the mortality paradox. I wrote a lot and erased a lot and fairly + fi gured out the wisdom of not knowing things. +
    + Years passed and I wrote and deleted and rewrote the story that I am working on to make interactive + today so many times and was waiting on it because it always felt incomplete. In a way it + will always be incomplete because of the natural ambiguity the topic carries. Years later, grief was + back in my life with the loss of my grandfather. So therefore, the story I wrote and abandoned + changed again as I attempted to rewrite it as a diff erent version of myself with a diff erent understanding + of death. And this went on… The story remained hidden and I forgot why it ever existed + in the fi rst place. +
    + Last year when two earthquakes hit Syria and Turkey, I was drowned like everyone I know, by a + collective trauma and grief. Then this horrible feeling fl ared up by neglect and desperation. It was + and still is impossible to mourn so many strangers at the same time. I lost two dear friends, I was + furious, away from home, mostly alone and remembered vividly my failed attempt to understand + or place grief in one of the piles in my mind. +
    + Previous months, I was working on this story (yes, again) but didn’t know how to tackle the text + because it was so diff erent to what I was experiencing now, when compared to the last time I rewrote + it. A tutor asked me why I wrote this story in the fi rst place and I couldn’t remember. I kept + tracing back to 2016 and step by step, remembered why, as told above. The consciousness that this + story is actually a personal history of how I went through grief in diff erent stages of my life, made + me realise that it doesn’t have to be or even can be a perfect story. +
    + In the end with the experience I had with loss, 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 +
    + Loop 2 + The effect of storytelling knowledge on kids’ development and creativity. What can + we learn from open ended and multiple ending stories? + ability to form basic stories or to express their emotions through fi ctional characters or events. + Children are not born with a wide vocabulary of emotions and expressions. They learn how to + read, mimic and express their feelings over time. The more children read, write and are exposed + 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 read or share stories, they also learn to understand people around them better and gain emotional + literacy. +
    + 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 & Paige, + 2013). Stories have been told orally, in writing or with drawings for thousands of years and some + of these stories are still alive. This is because language is a living thing that travels through time + and still remains brand new. When necessary, it just adapts form, evolves and blends in with the + changing world. Children comprehend the idea that they have a story to tell by hearing other + stories and this ignites the imagination. We tend to forget many things but almost everyone remembers + one small story they heard or read when they were a kid, this moment we remember is + the moment a certain story sparked for us. +
    + Nowadays storytelling takes many forms. For example, some readers’ story might even begin from + here although it isn’t the beginning. Interactivity is one of the storytelling forms that can signifi - + cantly improve children’s creativity. This is mainly because children as readers or listeners get to + contribute and aff ect the story. This of course requires and improves creative and active thinking. + Getting the chance to choose a path for a fi ctional character gives the child the freedom and confi + dence of constructing a world, a character or an adventure. Although this is essentially “writing” + 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 fi ctional + 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 surprise. At this point, we start creatively producing ideas to + keep these three emotions. +
    + Interactive storytelling reminds everyone but especially children that there are limitless endings to + a story that is solely up to the maker’s creation. Learning to think this way instead of knowing or + assuming an end to a story, I think infl uences the children’s decision making abilities and sense of + responsibility towards their creations. It is basically the same in theatre where if an actor chooses + to create an imaginary suitcase on stage, they can’t simply leave this object they created on stage + and exit the scene because the audience will wonder why the actor didn’t take the imaginary + suitcase as they left. In this case, when kids decide to choose a path or item or any attribute for a + character in a story, they feel responsible and curious to see it through to the end or decide what + to do with it. This interactivity therefore creates a unique bond between the reader/writer and + the text. +
    + There are many theories on how to approach interactive literature for children. Multi-literacy theory + and digital literacies are some of the theories which I fi nd relevant to my aim with Wink. Multiliteracy + theory in a nutshell is an education oriented framework that aims to expand traditional + reading and writing skills. This theory was developed by the New London Group. They were a + collective of scholars and educators who addressed the changing nature of literacy in an increasingly + globalized, digital world. The theory explores multiple modes of communication consisting + The sense of storytelling settles for kids, starting from age three. By this time, children have the + of multimodal communication, cultural and social contexts, critical inquiry, socio-cultural learning + theory and pedagogical implications. Multimodal communication focuses on the variety of + communication techniques. This was groundbreaking in the 90s because of its acknowledgment + of a diverse range of literacies and its departure from traditional approaches to literary texts. This + theory includes new media and communication studies such as visual, digital, special and gestural + literacies. +
    + I kept this theory in mind as I chose the interactivity elements to use in the picture book. I think + the usage of multiple media such as sound, image and games is a good way to start and diff erentiate + from a regular interactive e-book. The fact that this theory has an educational perspective and + is taking the rapidly changing qualities of literature seriously, made me consider it as a guide in + designing the prototype. +
    + Looking through the perspective of multiliteracies, questions come up for me that lead to the + rest of this thesis: What is an interactive picture book? Is it a book? Is it a game? Is it an exercise? + What is it defi ned as? How can we design an interactive reading environment without confusing + children? +
    + Loop 3 + Diff erences and similarities between interactive e-books and storytelling games + Storytelling games and interactive e-books have many things in common. To begin with, they + both centralize the narrative to engage the audience. While both of these formats are storytelling + tools, e-books tend to stay more in a linear narrative and format when compared to storytelling + games where the audience is commonly the main character. Reading experiences are also a way + to be in the shoes of the narrator or the character but in a storytelling game, you embody the mission + and the experience overrules the story most of the time. In the specifi c example of a child, + storytelling games are complicated and puzzle driven where the player has missions to complete. + Whereas in an interactive e-book, the missions are solely based on the interactive elements implemented + in the text and images. + Another diff erence 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. + The main diff erence 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 + elements that come up on the pages. This ignites curiosity but not ambition, which is a good start + to foster the love for reading. +
    + Loop 4 + Ways of using interactivity in digital platforms + CASA theory, also known as the Cognitive-Aff ective-Social Theory of Learning and Development, + is a framework used in educational psychology to understand how learning occurs within + the context of cognitive, aff ective, and social factors. Research on cognitive learning with keeping + in mind the limited attention span and memory factors. For children in specifi c, I think these are + very important factors to keep in mind when 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. +
    + 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 don’t want to make them struggle + and use the limited attention span in a non-engaging way but we want to keep the reading interesting + enough so they want to continue. + Digging deeper into how to do this, I found Children Computer Interaction (CCI) study very + useful. This study examines how children of diff erent ages and developmental stages interact with + digital devices and how these interactions can support their growth. This made me think about + digital gestures; how they change through generations and how to use these to design a platform + where children can navigate easily and 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. + 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 + fi gure out which types of interactive elements are most useful in engaging them in the reading + process. + It is true that sound and animations are very inclusive and it is engaging for kids to fi nd out which + part of a page is interactive by 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. + Loop 5 + What is the target age group for the designated prototype and why? + It is tricky when it comes to choosing the right age spectrum for children’s interactive literature. + Children between the ages 3-5, referred to as preschoolers have more developed social skills and + day by 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. + School age children are between the ages 6-12, which is Wink’s chosen age group is a little diff erent. + 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 benefi t the most from the interactive + stories and the reading process because of the developmental phase they are in. + The average amount of time children between these ages use on a daily basis is depending on + their parents and circumstances. But to be fair, it is often not less than 2 hours. If a child isn’t very + interested in spending these hours reading a book, why not ask them: “Would you like to be a part + of a story?” + Today, kids from age 3 can use digital gestures successfully and experience these as simple as + fl ipping the page of a book. This is why 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. +
    + Loop 6 + Limits of interactivity in narratives for children and why do we have less modes of + 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 + than that and more complicated as an experience. + 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 girl’s journey, kids get the chance to hear the Queen Bee’s story and + the tree’s story as well. This is not a must but if they interact with certain pictures on the page, + they will be led to the bee’s perspective or the trees. This is where the storyline can get a little bit + complicated for younger kids. The child reader at this point should be able to follow the main + storyline after visiting the side quests or stories presented in the interactive book. To create this + balance I tried to limit the interactive elements I used in the main story. I tried to keep the picture + animations limited and focused more on the storylines. + Another aspect I am concerned about after the workshop I did with the kids, is the risk of confusion + due to an undefi ned and multimodal design for a “book”. Kids tend to be confused when + they can’t defi ne things or are asked to improvise without knowing the purpose.They know what a + book is and that it is similar to what they encounter on the screen. But the method of reading and + interacting with Bee Within is diff erent than what they are used to. This concerns me because they + might prefer to just 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. + Loop 7 + 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 + either too many options or none. You need to have good empathy and harmony with the person + you are acting with and you are designated to be creative in your own way. I tried to use several + improv games and warmups to involve the kids in the story more and see how they see certain + 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 diff erent methods and complications. + 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. + Loop 8 + What does the joy of destruction and the awe eff ect 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 weren’t expecting happened. I feel + like every reaction I give when I’m surprised, is a mirror of what I felt when I was playing freeze + and had to stop moving at any given time or when I found the last friend hiding somewhere in + hide and seek. This feeling of appreciation and unexpectedness is why most people remember + certain games, movies from their childhoods very vividly. Its an introduction to a feeling we experience + maybe for the fi rst time because we don’t necessarily learn from books how and when to + feel surprised, that is why it’s a surprise; we live it, experience it and it leaves and impression with + us. +
    + In my opinion, what drives everyone as a common denominator is amazement; because it takes + us to our childhoods or distant memories where we fi rst felt that feeling of awe. This is the main + purpose behind any kind of interactive design and I think books can be an amazing medium to + 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. + Loop 9 + Interactivity in reading and writing in history. What changed? + Interactivity has always been an experimental area in literature from inscriptions to narrative + 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 + 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. +
    + 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. +
    + 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 + control. No one actually attempted in using objects from the room which is a huge diff erence with + the kids because they drew on their faces, used plastic bags as wings for the bee and made sounds + with their mouths as trees. + The next workshop was to discover how improv would work without reading the story fi rst. 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. + 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 + them to decide on an attitude, pop in the middle and tell or act out their character. I went fi rst + and they followed easily. They were not under the infl uence of the story so the performances were + diff erent but they still got infl uenced by each other, which in my opinion is inevitable. Some of the + kids were buzzing/running around, the “kids” were walking around, acting like they are playing + which I found very interesting. Some trees were small some were mighty and old. It was helpful to + see the diff erent attributions they gave to the characters. + After the circle session, they separated in three groups: the kids, the bees and the trees. I asked + each group to come up, walk around randomly, embodying the character they chose. Then as I + rang the bell, I asked them to change the character. I asked them to be a busy, tired, injured, happy + and scared bee one by one. They kept walking randomly and acted these feelings out. For the + “kids”, I asked them to be angry, sad, scared, and curious. For the trees I asked them to be wise, + mad, funny and happy. The results were amazing. They adapted very quickly to the changing of + emotions which showed me that this age gap was good to work with. The trees stopped walking + as I changed the emotions and this was an affi rmation to not animate the tree with movement but + more with changing of color and tiny animations. They mostly used arms and face expressions + to show the emotions, some of them ducked or made sounds. As 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 weren’t 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. +
    + 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 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 didn’t know + how to take turns and were hesitant at fi rst. Then quite impressively, they made their own system + where they took turns to make eff ects 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 + 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. + 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. + 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. +
    + One other thing the workshops helped me with is the multiple stories I am planning to tell in one + narrative. The book I have has two side quest/stories so it nice to see that kids weren’t confused + with these narratives. I decided to make the story of the tree as a click game where the lines + appear by clicking and the bee’s story through a text based game. I wanted to use click game with + the tree because it seemed 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. + + Loop 11 + The diff erences of these exercises in WINK than the already existing interactive + e-book platforms + The interactive e-book apps existing today, made especially for children, are quite similar in both + format and purpose. If we take a look at Bookr, Piboco, and Kotobee, we can see they seek a new + way to tell a story but have one mode of reading. The stories are linear and can be read once, + without side quests. This is the main diff erence with what I am trying to design. + Wink acts as a tool to play with and choose paths. The story isn’t linear in the traditional way + where you interact with the pictures and fi nish the book but there are side stories to the main + story that they can discover or choose not to. I think this is a solid diff erence. This makes it a playable + narrative, diff erent from a book. + This prototype is a good start to see how far I can get with the interactive elements and side + stories without confusing or discouraging the children. There are many other aspects that can be + implemented to this design such as writing elements and drawing but for the meantime, also in + correspondence with the workshops, I choose to test the sound and image along with one main + and two small narratives. + For future prototypes, I envision space to draw and write as a contribution to the story and maybe + turning Wink into a hybrid format with more autonomous features. For me, at this point, it’s valuable + and essential to see if my technique of combining narratives is working or not. + Loop 12 + Standing End + 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. + 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 knots and experimental approach to modes of reading was valuable for me to share + and try as an enthusiastic young writer. I like that I asked the reader to interact with the thesis and + follow paths accordingly. + It was enlightening to see the results of working with kids and be able to see from their point of + view and alter everything according to these encounters. Using CCI and Multiliteracy theory as + a guide to approach the design and prototype was helpful in understanding how to approach and + 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 doesn’t + work. Some features that I think would work very well like the choice of writing didn’t go as + planned because multiple narratives is already too much. I realized I underestimated the eff ect 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. +
    + Bibliography: + Cope, B. and Kalantzis, M. (2009) ‘“multiliteracies”: New Literacies, new learning’, Pedagogies: An International + Journal, 4(3), pp. 164–195. doi:10.1080/15544800903076044. + Dettore, E. (2002) “Children’s emotional GrowthAdults’ role as emotional archaeologists,” Childhood education, + 78(5), pp. 278–281. doi: 10.1080/00094056.2002.10522741. + Ingold, T. (2015) The life of lines. London, England: Routledge. + 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. 63–72. doi: 10.1002/ace.20177. + Papert, S. and Papert, S. A. (2020) Mindstorms (revised): Children, computers, and powerful ideas. London, England: + Basic Books. + 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. 43–59. doi: 10.1353/stw.0.0003. + 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. 176–189. + Strohecker, C. (ed.) (1978) Why knot? MIT. + The Effect of Multimodality in Increasing Motivation and Collaboration among 4th CSE EFL Students (no date). + Turkle, S. (ed.) (2014) Evocative objects: Things we think with. MIT Press. + Urton, M. M. &. (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. + Vega, N. (2022) Codes in Knots. Sensing Digital Memories, The Whole Life. Available at: https://wholelife.hkw.de/ + codes-in-knots-sensing-digital-memories/. + Appendix: +

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