In the digital age, the viewer has become a consumer-actor and/or a user with a profound change in their expectations and uses. I watch the content I want, when I want, on the platform I choose, on the (mobile) medium I want and with whom I want. In addition to this delinearization (generated by the digitalization of content), the user wants to actively participate in the content.
Found in video games and immersive experiences in amazon database virtual reality (VR) and augmented reality (AR). The user in VR with a headset, for example, creates the path and linearity of the fiction through his gaze and his physical engagement. He thus creates an almost unique experience with a very personal feeling. Let's take 7 lives , a VR film directed by Jan Kounen, co-produced by France Télévisions. In this film, everyone creates their own narration by focusing on one of the four characters and thus constructs their own experience. This was designed linearly and non-linearly to leave an active and unique role to the user. Today, it is a question of drawing the UX design, or the user's journey.
In virtual reality, the constant possibility of off-screen and off-screen, the spatialization of sound and handtracking (being in interaction with the hands without controllers) allow the user to be at the center of the co-creation of the virtual work and at the heart of an experience that will involve him bodily, sensorially and emotionally. This fundamentally changes his role. He becomes a co-constructor of the story: he is at its center. The design of an immersive experience must first think about this position of the user.
This narrative interactivity, accompanied by a gamification of the story,
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