Q1. How did thinking in terms of shots and scenes influence your approach to communicating your design concept?

It helped to nut out the design story and what features are most important to communicate to the audience. In a way it is similar to body storming where it enables the designer to test a prototype without physically making one. Thinking about the bigger picture and who the story flows with the design concept.

Q2. What motivated your choice of storyline structure? Can you think of an exemplar from a film that uses the same structure?

Our storyline was motivated by showing the life cycle of our interactive toy (the design concept) and how the toy allows communication between certain stakeholders. It was important for us to introduce different characters in the narrative and clearly communicate those personas through the storyline structure and what their interaction is with the toy.The method of showing an event through different character perspectives is called Rashomon effect. An exemplar of this type of movie could be Vantage Point or Babel. However, we’re dealing with kids for this narrative so obviously the storyline would be light-hearted.

Q3. What choices did you make about audience and style? Were they related?

The audience would be broad. Ultimately if we were to pitch this idea it would be to a range of stakeholders (government, parents, healthcare professionals, teachers). The storyline would need to be easy to follow with simplistic themes and exaggerated symbolic styling to enable the viewer to recognise certain scenes/characters easily. For example – a child’s room with plenty of toys and bright colours.

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