Conclusion
This chapter describes the impact of conversation and storytelling as short and medium period factors of user satisfaction, to be used in software applications. The author recommends an orientation of the user interface towards human needs to gain a short-period cycle of user satisfaction. This is achieved in regard to assistance and delegation with a conversational interaction metaphor, described as an explicit and symbolic top-down approach. For the medium-period satisfaction of the user, the author suggests the use of humanlike information structures like stories to access information in a way that is easily understandable for the user. The author suggests a morphological story engine as prototyped within the Geist project. The prototype implementation shows two general points:
First, the usage of literary approaches to interactive storytelling is generally possible. Suspense can be increased by using story models drawn from literary theory. Second, to involve the user in a dramatic story, one has to use humanlike interaction metaphors, like conversation, to focus the human on the story progress, rather than on the interface.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Braun, N. (2002a). Automated Narration — the Path to Interactive Storytelling, Workshop on Narrative and Interactive Learning Environments, Edinburgh, Scotland.
Braun, N. (2002b). Symbolic Conversation Modeling Used as Abstract Part of the User Interface, Proccedings of the International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, WSCG, Czech.
Braun, N., Schneider, O. and Habinger, G. (2002). Literary Analytical Discussion of Digital Storytelling and Its Relation to Automated Narration, HCI Europe’ 2002, Workshop Understanding User Experience: Literary Analysis meets HCI; London, UK.
Cassell, J., Bickmore, T.W., Billinghurst, M., Campbell, L., Chang, K., Vilhjalmsson, H. and Yan, H. (1999). Embodiment in Conversational Interfaces: Rea, Proceedings of the CHI’99 Conference on Human Factors in Computing, ACM Press, New York, USA, pp. 520–527.
Crangle, C., Fagan, E., Lawrence, M., Carlson, R. W., Erlbaum, M. S., Sherertz, D. D. and Tuttle, M.S. (1997). Collaborative Conversational Interfaces, Stanford University, USA.
Harris, M. D. (1985). Introduction to Natural Language Processing, Reston Publishing Co. Inc.
Kretschmer, U., Coors, V., Spierling, U., Grasbon, D., Schneider, K., Rojas, I. and Malaka, R. (2001). Meeting the Spirit of History, Proceedings of the International Symposium on Virtual Reality, Archaeology and Cultural Heritage, Greece, pp. 161–172.
Laurel, B., Bates, J., Strickland, R. and Abbe, D. (1991). Interface and Narrative Arts: Contributions from Narrative, Drama and Film, Proceedings of CHI’ 91, ACM Press, New York, USA, pp. 381–383.
Mateas, M. (1997). An Oz-Centric Review of Interactive Drama and Believable Agents, CMU-CS-97-156, Carnegie Mellon University, USA.
Propp, V. (1958). Morphology of the Folktale, in International Journal of American Linguistics, Vol. 24, Nr. 4, Part III, Bloomington, IN.
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2003 Kluwer Academic Publishers
About this chapter
Cite this chapter
Braun, N. (2003). Storytelling & Conversation to Improve the Fun Factor in Software Applications. In: Blythe, M.A., Overbeeke, K., Monk, A.F., Wright, P.C. (eds) Funology. Human-Computer Interaction Series, vol 3. Springer, Dordrecht. https://doi.org/10.1007/1-4020-2967-5_23
Download citation
DOI: https://doi.org/10.1007/1-4020-2967-5_23
Publisher Name: Springer, Dordrecht
Print ISBN: 978-1-4020-2966-0
Online ISBN: 978-1-4020-2967-7
eBook Packages: Computer ScienceComputer Science (R0)