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Interviewer:
Let's just keep going, Abbe.
[Laughter] It's a coherent life story, we want to hear it all.
Abbe Don: OK. I started working on this interactive family album,
which was originally called, "Something to Remember Her By",
and it was originally based on a sort of prose poem that I wrote after
my great-grandmother died. She died in 1984. I had written it in the
context of a class with Louisa Valenzuela, who is one of the heir apparents
of the authors of Latin American big-boom. It was like a very weird
story, a story-poem.
That was originally the basis for a HyperCard stack that I built and
it looked very book like. It had a couple of paragraphs with text on
the left side, image on the right and you could go from card to card
or page to page. It was pretty linear. But from any one of those pages,
you could take these detours. I could draw you a diagram of this to
a point, but this is very, very stiff. It really didn't feel a whole
lot more interactive than the book. I was very disappointed and I was
very stuck. I thought, "Oh, my God, I'm wrong. This medium and
my ideas of storytelling AREN'T the perfect match."
Now, it just so happens that I was going off to Apple Computer that
summer for an internship in a human interface group. They were working
on a project called, "The Guides Project", which was intended
to use little characters in the interface to help solve the problem
that in a multimedia database, if everything is linked together, how
do you know where to go next that is meaningful. So I had taken a look
at that during an interview and said, "Well, you know, what you
really need to do is have these little characters tell stories."
They hired me to come
that summer to find out what it would be like to bring these characters
to life. Brenda Laurel became my mentor of sorts. Her advice to me was,
"Well, don't call it interactive fiction, call what you do interface
design because then you can have a career."
So, this whole other world opened up to me because at NYU, the approach
to what I was doing was very much coming from a kind of media/media
arts perspective. So when you added sort of the computer science and
human/computer interface
.
Interviewer: Lexicon.
Abbe Don: Yeah, dialog, jargon, world-view, framework
there's a whole lot more possibilities in terms of how to sort of think
about these things.
So, I gave myself the luxury of putting my master's thesis on hold.
I just wasn't going to think about it. I was going to learn everything
I could at Apple, knowing full well that stuff that I was doing at Apple
was very closely related to my thesis and that ideas in my thesis were
probably seeping into what I was doing there and what I was doing there
would likely seep into what I did when I got back to NYU.
Back then, I wasn't nearly as savvy, sophisticated or concerned about
the whole kind of intellectual property blood brain barrier issue.
It was all just, "neat-o ideas", all for the taking, all for
the exploring.
So I worked really closely that summer with Brenda, Christie Rosenthal,
and Tim Orin. We came up with a way to add a first person story. We
took one of the characters, which [ABBE FILL IN] first person stories,
based on journals and diaries and added, in effect, a new media type
to their existing database. And, not dissimilar to what happened with
my other project, it didn't work in that stories just sort of dangled
off the articles. So everything in that particular design space, because
it had started out as an encyclopedia, was sort of article-centric.
Then the other media were kind of off in what we eventually called "media
ghettos".
So, put the guide story on hold. One of the things that we do with the
guides, though, was this multiple perspective concept. So I came back
to NYU and realized, well, the story about my great-grandmother can't
be told without also telling my grandmother, my mother and my stories
because what's really, in a way compelling and sort of completes the
journey, is the subsequent generations. So I started playing around
with the layout that included having our pictures in an interface and
also in making that original text story that I started with less of
the dominant, sort of, driving structure.
Well, what eventually happened is that I lost the text story altogether.
What I realized is that it was a wonderful story and that it needed
to be read linearly. It was in that linear structure, it was in the
narrative time. The story time was non-linear, but the actual experience
for the user was a linear, several minute kind of reading experience.
It was what it was. It didn't belong in this other piece. It was beyond
screen.
That was a huge breakthrough. So "We Make Memories" ended
up being only images and video. There's actually no text at all. Then
another interesting thing that happened. Because I had this whole prototype
structure hooked up in HyperCard that I put on to video disk. Three
nights before my master's thesis was due, I got the video disk back.
Unfortunately, the whole structure had been put together didn't work.
Interviewer: Hmm!
Abbe Don: The whole interface was just too stiff. I had this big
work table with all my photographs spread out on them and I would spread
them out chronologically and then do this little filter, like when I
needed the mother/daughter pictures, I would collect them all up and
do something with them. I wanted to work with the media just like how
they were on the table. So that's when I came up with that scrolling
time line concept.
It wasn't until after I graduated that Tim Orin and I sat down to unravel
the work. I had like a number of long complicated, unruly if-then statements
about video segments should play when. It was Tim who actually helped
me come up with a data structure similar to what we did for the Guides
project to create [Tape Break] ...model that I have, the [gears] model?
I'll go show you that. But that was a big shift in my thinking about
how the whole thing should be structured and architected, and that emerged
after my internship at Apple.
So I had this very stiff structure at the beginning that I knew wasn't
working, but I didn't know how I wanted to change it. Then I came up
with this other conceptual model, which I had no ideal how to implement
but I at least had the model. So it was taking that diagram, coupled
with the interface that I had come up with, coupled with conversations
with Tim, who actually knew how to do that type of programming, the
dynamic engine and algorithm emerged for "We Make Memories."
So that is that piece of the story.
Interviewer: : "We Make Memories" has a number of things
that you've learned that I think inform all of your work. Can discuss
the process, not only making it but, now, exhibiting it and expanding
upon it, etc.
Abbe Don: Sure. Theres a couple of key things about "We
Make Memories", just conceptually which I probably touched
on, but I'll highlight them.
One is the issue of multiple perspectives that you can represent almost
concurrently on-screen in a way that I think is fundamentally different
than what happens in a typical document, a linear documentary or ethnographic
film. That's really crucial. It allows the user to explore the relationship
between topic and time, and how stories unfold and trigger each other.
That is something that's difficult to explain. It's a lot easier to
show in terms of the user experience.
It's not just digital. It's, particularly, interactive storytelling.
The only way that I know how to do interactive storytelling is to use
a computer and a digital medium. That said, then the other thing that
Brenda and I wrote about in the various Guides reports, and it was also
really important about "We Make Memories", is that a lot of
hypermedia (for lack of a better word), tended to have a user experience
that felt like you were jumping around in space. Most of the metaphors
that were used were spatial. You were in a virtual place or something
like that. What was really important for me and I'm still working
on is the idea of event [Tape Break] ...mutually exclusive, but
that's really important.
Now, when I exhibit "We Make Memories", I recreate my great-grandmother's
sitting room. Do you want me to describe that? Or do you want that for
later?
Interviewer: Let's save that for later.
Abbe Don: OK. But what was really crucial about it was that when
I exhibited, it would act especially when I was with the exhibit,
it would act as a catalyst for people to tell me their own family stories.
I discovered that I was a victim in a way of my own rhetoric. In the
rhetoric about interactive storytelling is the idea of the change in
the relationship between the artist and the audience; what constitutes
authoring or authorship with a capital A.
I went back and wanted
to create some mechanisms to capture people's stories, since this had
acted as such an interesting and powerful catalyst and I realized, by
the end of the day, my piece was closed. So I created a companion piece
called "Share With Me A Story", and that was a separate kiosk
that used a scanner and a voice digitizer and had a very simple four
step process to scan your picture, add a caption, record your voice,
and add your piece to the list of pieces. It was an interesting experiment.
I discovered in that one that scanning a picture and telling a story
and typing took too long.
So we did these video input things. There were a number of shortcomings.
First of all, they required a lot of infrastructure in terms of exhibit
set up. Most of the contexts that I was showing them, didn't lend themselves
very well for people to tell their stories. It also required that people
be in these locations, which were either galleries or trade shows or
Rave parties. In the early '90s, Rave parties were a very good place
to show interactive art work. They had sufficient grounded electricity.
(An important historical note) [Laughter]
So, you had to be at a particular place at a particular time. There
was always a bottleneck. People were interested in sharing their stories,
which meant that there was less opportunity and less time for people
to actually browse the stories once they were added. It was hard enough
to scan one sheet, let alone trying to do multiple input or multiple
viewing stations, although that would the obvious next place to go.
The worst part was probably that once these exhibits were over, there
was no mechanism for sharing the exhibit again. So that's why when the
World Wide Web became a viable publishing playing medium, I took that
effort of using my own stories as a catalyst in creating a framework
for the audience to participate in making stories.
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