Academic literature on the topic 'Narrative design'
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Journal articles on the topic "Narrative design"
Rutherford, Brian A. "Narrating the narrative turn in narrative accounting research:." Meditari Accountancy Research 26, no. 1 (April 9, 2018): 13–43. http://dx.doi.org/10.1108/medar-04-2017-0139.
Full textJordan, Patrick W., Andy Bardill, Kate Herd, and Silvia Grimaldi. "Narrative and Design for Wellbeing: A User-Centered Approach." ACTIO Journal of Technology in Design, Film Arts and Visual Communication, no. 4 (October 5, 2020): 85–107. http://dx.doi.org/10.15446/actio.n4.96251.
Full textJordan, Patrick W., Andy Bardill, Kate Herd, and Silvia Grimaldi. "Enabling narrative through design." International Journal of Human Factors and Ergonomics 8, no. 1 (2021): 85. http://dx.doi.org/10.1504/ijhfe.2021.115047.
Full textGrimaldi, Silvia, Kate Herd, Andy Bardill, and Patrick W. Jordan. "Enabling narrative through design." International Journal of Human Factors and Ergonomics 8, no. 1 (2021): 1. http://dx.doi.org/10.1504/ijhfe.2021.10037458.
Full textTrocchianesi, Raffaella, Davide Pinardi, and Angela De Marco. "Design and Narration: Languages, structures and narrative models as matter for design." Strategic Design Research Journal 4, no. 2 (October 4, 2011): 59–68. http://dx.doi.org/10.4013/sdrj.2011.42.04.
Full textLu, Amy Shirong, Melanie C. Green, and Debbe Thompson. "Using Narrative Game Design to Increase Children’s Physical Activity: Exploratory Thematic Analysis." JMIR Serious Games 7, no. 4 (November 21, 2019): e16031. http://dx.doi.org/10.2196/16031.
Full textSi, Mei, and Stacy C. Marsella. "Encoding Theory of Mind in Character Design for Pedagogical Interactive Narrative." Advances in Human-Computer Interaction 2014 (2014): 1–10. http://dx.doi.org/10.1155/2014/386928.
Full textKaczmarczyk, Katarzyna. "Emplacing Narrative. Affect and Performativity in Architectural Narratives." Tekstualia 4, no. 43 (April 1, 2015): 113–32. http://dx.doi.org/10.5604/01.3001.0013.4249.
Full textKaczmarczyk, Katarzyna. "Emplacing Narrative: Affect and Performativity in Architectural Narratives." Tekstualia 1, no. 3 (February 1, 2017): 81–96. http://dx.doi.org/10.5604/01.3001.0013.5931.
Full textDanko, Sheila. "Humanizing Design through Narrative Inquiry." Journal of Interior Design 31, no. 2 (January 2006): 10–28. http://dx.doi.org/10.1111/j.1939-1668.2005.tb00408.x.
Full textDissertations / Theses on the topic "Narrative design"
Nordqvist, Filip, and Erik Sahlbom. "Visual Narrative Game Design : Ett narrativ utan konversation." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16516.
Full textWe study the narrative style that Flower and Journey uses. In this narrative style, there is nodialogue and text. Based on Flower and Journey, we created a design method that will be aninspiration for developers who want to test this style. The result of this bachelor thesis givesrise to a design method that we apply to our game idea this applies the method to anothergame genre. Much of the method is very focused on what Flower and Journey do when weonly examine these two games. We would like to do a more general study when we examinemore games that also have a narrative without dialogue and text.
Tessaro, Annye Cristiny. "Narrativas e games: um olhar do design literário-artístico." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21522.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
Humanity has always used narratives to communicate. Over the years, theorists have realized that there was a common basic structure and formulation in the narratives that allowed stories to perpetuate and adapt in order to form new stories. The contributions of Aristotle, Vladimir Propp and Jung, based on the observation of a varied corpus of tales and fables, enabled the scholar Joseph Campbell to elaborate a narrative structure called “Hero’s Journey”, an elliptical and evolutionary cycle in which the central axis is the hero (and also its variations, such as the anti-hero). This structure is widely used in the construction of contemporary narratives which paved the way for writers such as Vogler and Mckee allowing them to propose it’s adaptation centered on the protagonist-hero for literature and cinema. From the 1970s, with the evolution towards an interactive possibility, the entertainment industry began to incorporate, although modestly, the narrative as a possibility to improve the immersion in games using, most of the time, the Writer’s Journey (structure adapted by Vogler) as a parameter for the construction of narratives in games. However, it is essential to realize that games have specific peculiarities, besides a high content of interaction differing from other media and, therefore, its structure can not be conceived in the same way as it was proposed by Vogler, requiring an adaptation which addresses such particularities. In addition, usually professionals who engage in storytelling for games are screenwriters (which does not seem to be the most appropriate because the art of narrative goes beyond the script), or are writers (who mostly lack specific knowledge and qualification in the games area). Considering what was stated above, we argue for the adoption of a Narrative Designer (term created in 2006 by Game Designer Stephen Dinehart) to designate this professional whose knowledge involves multiple skills – such as programming, art and writing – combining the areas of Narratology, Ludology, and Game Design. Thus, the purpose of this thesis is to investigate conventional narrative structures and how they are presented in games, which are the elements and tools that can help the narrative designer in the creative process
A humanidade sempre se utilizou de narrativas para se comunicar. Ao longo dos anos, os teóricos perceberam haver nas narrativas uma estrutura e uma formulação básica comum que propiciava que as histórias se perpetuassem e se adaptassem formando novas histórias. As contribuições de Aristóteles, Vladimir Propp e Jung, fundamentadas com base na observação de um corpus variado de contos e de fábulas, possibilitaram ao estudioso Joseph Campbell elaborar uma estrutura narrativa denominada “Jornada do Herói”, um ciclo elíptico e evolutivo no qual o eixo central é o herói (e também suas variações, tal como o anti-herói). Essa estrutura é amplamente utilizada na construção de narrativas contemporâneas e abriu o caminho para que roteiristas como Vogler e Mckee propusessem sua adaptação centrada no protagonista-herói para a literatura e o cinema, Com a evolução das possibilidades interativas, a indústria de entretenimento passou a incorporar, a partir da década de 1970, ainda que modestamente, a narrativa como possibilidade de refinar a imersão nos games utilizando, na maioria das vezes, a Jornada do Escritor (estrutura adaptada por Vogler) como parâmetro para construção das narrativas em games. No entanto, é essencial que se perceba que os games possuem particularidades específicas, além de um alto teor de interação diferenciando-se das outras mídias e, portanto, sua estrutura não pode ser concebida da mesma forma como foi proposto por Vogler, requerendo uma adaptação que contemple tais particularidades. Além disso, geralmente os profissionais que se dedicam à arte narrativa para games ou são roteiristas (que não parece ser o mais adequado, pois a arte narrativa vai além do roteiro), ou são escritores (que em sua maioria não possuem conhecimento e qualificações específicas na área de games). Diante do exposto, defende-se a adoção de Designer de Narrativas (termo criado, em 2006, pelo Game Designer Stephen Dinehart) para designar esse profissional cujo conhecimento envolve múltiplas habilidades – como programação, arte e escrita – combinando as áreas da narratologia, da ludologia e do Game Design. Sendo assim, a proposta desta tese é investigar as estruturas narrativas convencionais e como elas se apresentam nos games, quais são os elementos e as ferramentas que podem auxiliar o designer de narrativas no processo criativo
Forsberg, Liam, and Simon Östman. "Narrative structure in Persona 5 : Limiting narrative paradoxes." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-449161.
Full textEn narrativ paradox inträffar när ens upphävande av misstro fallerar på grund av en spänningmellan narrativets brådskande karaktär och behörigheten som spelaren har för att utövaicke-narrativa aktiviteter. I denna text gör vi en närläsning av TV-spelet Persona 5 för attundersöka vilka element som används för att begränsa eller undvika narrativa paradoxer.Analysen bestod utav en kategorisering av spelets händelser och därefter valdes några fåicke-obligatoriska händelser från spelet till en djupgående analys. Detta tjänade till att ta redapå vilken begäran: spelarens behörighet, narrativets brådskande karaktär, eller båda,händelserna motiverar genom dess narrativ. Vi introducerar konceptet intrigbubbla som ettverktyg till att skapa narrativa strukturer som är mindre benägna att orsaka narrativaparadoxer i kombination med relevanta narrativa element. Den narrativa strukturen ochverktygen i Persona 5 används som praktiska exempel för hur sådana designval kan motiveraspelaren att agera i enlighet med den narrativa kontexten, samt att stödja denna begärangenom handlingarna som finns tillgängliga i spelvärlden.
Sjöström, Johan. "Morphology of a digital narrative : prototyping digital narratives using the theories of Vladimir Propp." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1929.
Full textElliott, John. "D.H. Lawrence and narrative design." Thesis, University of St Andrews, 1990. http://hdl.handle.net/10023/141.
Full textBRANDÃO, Luis Rodrigo Gomes. "Análise da emergência narrativa em Metal Gear Solid V: The Phantom Pain." Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/17724.
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Devido ao diferencial da interatividade, os jogos digitais possuem um singular potencial narrativo que permitem os jogadores construírem suas próprias narrativas mesmo em gêneros lúdicos com pouca ou nenhuma história explícita. Consolidada como uma linguagem própria dos jogos digitais, a narrativa emergente usufrui princípios multidisciplinares do game design para prover a multiformidade nos games, principalmente nos gêneros sandbox e mundo aberto. Apesar do frequente questionamento da validade da experiência do jogador como uma narrativa pela indústria do entretenimento interativo, a crítica especializada e a comunidade gamer, a narrativa emergente também contém diferentes tipos e efeitos de imersão narrativa, além de atender a todas as funções narrativas, porém colocando o jogador num papel ativo e de coautoria da história. A pesquisa exploratória realizada neste trabalho identificou doze elementos emergenciais provenientes da mecânica e do comportamento dos jogadores que fomentam a narrativa emergente nos jogos digitais, servindo de base para o estudo de caso do jogo Metal Gear Solid V: The Phantom Pain. Além de servir como modelo de análise para jogos de gêneros afins, esse doze elementos emergenciais também podem auxiliar na concepção de mecânicas de jogos digitais com elevada narrativa emergente.
Due to the differential of interactivity, digital games have a singular narrative potential that let players build their own narratives even in ludic genres with little or no explicit story. Consolidated as a language of digital games, the emergent narrative enjoys multidisciplinary principles of game design to provide the multiformity in games, especially in the sandbox and open world genres. Despite the frequent questioning of the validity of the player's experience as a narrative by the interactive entertainment industry, specialized press and the gaming community, the emergent narrative also contains different types and effects of narrative immersion, in addition to service all narrative functions, but putting the player in an active role and co-author of the story. Exploratory research performed in this work identified twelve emergency elements from mechanical and behavior of the players that promote emerging narrative in digital games, providing the basis for the case study of the game Metal Gear Solid V: The Phantom Pain. In addition to serving as an analytical model for game related genres, this twelve emergency elements can also assist in the conception of game mechanics with high emergent narrative.
Machado, Ludmila Ayres. "Design e narrativa visual na linguagem cinematográfica." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-26032010-142901/.
Full textThis thesis, Design narrative and visual language in film locates the origins of cinema and design in the project of modernity trying to understand the role that the modern artist should play in this world of change and ambiguity that has beginning in the nineteenth century. The intent is to discover how new forms of representation, consumption and entertainment converged to the discourse of visual language film. The work makes some considerations about the technical resources of the cinema in order to clarify the discussion of visual narrative. In the text about the origins of the design, mentions the foundation of the Bauhaus in the context of redefining the role of artistic thought and craft in the face of mechanical serial production. The thesis proposes the Bauhaus as a point of convergence of the theoretical formulation, the implementation and practice and the creative act that would lead to the development of design in the twentieth century. Explains the change of the idea of the pictures as a graphic related to the abstract form, in order to the idea of a picture as an active project: intuition of constructive relations or space in the object. It is made an investigation of the image and design aspects in the process of filming of the production designer Alex McDowell. Four movies he designed have also been analyzed: Breaking and Entering, The Terminal, Minority Report and Charlie and the Chocolate Factory. These movies are not mentioned following a chronological order; the criteria was narrative and aesthetic. A line of the analysis of these selected movies begin at the representation of contemporary reality of Breaking and Entering; then goes to the experience of The Terminal in which part of an airport was built in the studio ; and is broken by the science fiction of Minority Report. Finally it ends with the fantasy movie of Charlie and the Chocolate Factory.
Elliott, John. "D. H. Lawrence and narrative design /." St Andrews, 1991. http://hdl.handle.net/10023/141.
Full textHale, Bonnie. "When shape becomes a sign: narrative design in creative nonfiction." Thesis, University of North Texas, 2002. https://digital.library.unt.edu/ark:/67531/metadc3091/.
Full textVenkataraman, Hemalatha. "Narrative Probes in Design Research for Social Innovation." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1524135294341671.
Full textBooks on the topic "Narrative design"
Breault, Michael. Narrative Design. Boca Raton, FL: CRC Press, 2020.: CRC Press, 2020. http://dx.doi.org/10.1201/9780429200762.
Full textNarrative design: A writer's guide to structure. New York: W.W. Norton, 1997.
Find full textFermor, Sharon. The Raphael tapestry cartoons: Narrative, decoration, design. London: Scala Books in association with The Victoria and Albert Museum, 1996.
Find full textBrooks, Peter. Reading for the plot: Design andintention in narrative. New York: Vintage Books, 1985.
Find full textIntricacy, design & cunning in the book of Judges. [Philadelphia, PA]: Xlibris Corp., 2008.
Find full textHarry, Burrell. Narrative design in Finnegans Wake: The Wake lock picked. Gainesville: University Press of Florida, 1996.
Find full textBrooks, Peter. Reading for the plot: Design and intention in narrative. New York: Vintage Books, 1985.
Find full textReading for the plot: Design and intention in narrative. Cambridge, Mass: Harvard University Press, 1992.
Find full textMorgan, Conway Lloyd. Häfelinger + Wagner Design: Erzählende Marken kreieren = creating narrative brands. Ludwigsburg: avedition, 2010.
Find full textSuter, Beat, René Bauer, and Mela Kocher, eds. Narrative Mechanics. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839453452.
Full textBook chapters on the topic "Narrative design"
Upton, Brian. "Narrative." In Situational Game Design, 85–98. Boca Raton, FL : Taylor & Francis, CRC Press, 2018.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/b21655-7.
Full textBulatovic Trygg, Natasha, Petter Skult, and Jouni Smed. "Narrative Design." In Encyclopedia of Computer Graphics and Games, 1–6. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-08234-9_140-1.
Full textMclean, Pamela. "Design Narrative." In Practical Design Patterns for Teaching and Learning with Technology, 105–10. Rotterdam: SensePublishers, 2014. http://dx.doi.org/10.1007/978-94-6209-530-4_17.
Full textLaw, Effie, and Anh Vu Nguyen-Ngoc. "Design Narrative." In Practical Design Patterns for Teaching and Learning with Technology, 111–16. Rotterdam: SensePublishers, 2014. http://dx.doi.org/10.1007/978-94-6209-530-4_18.
Full textChatteur, Fiona. "Design Narrative." In Practical Design Patterns for Teaching and Learning with Technology, 159–69. Rotterdam: SensePublishers, 2014. http://dx.doi.org/10.1007/978-94-6209-530-4_27.
Full textKern, Nergiz. "Design Narrative." In Practical Design Patterns for Teaching and Learning with Technology, 171–75. Rotterdam: SensePublishers, 2014. http://dx.doi.org/10.1007/978-94-6209-530-4_28.
Full textMakri, Katerina, and Chronis Kynigos. "Design Narrative." In Practical Design Patterns for Teaching and Learning with Technology, 177–81. Rotterdam: SensePublishers, 2014. http://dx.doi.org/10.1007/978-94-6209-530-4_29.
Full textKabicher, Sonja, and Renate Motschnig-Pitrik. "Design Narrative." In Practical Design Patterns for Teaching and Learning with Technology, 17–21. Rotterdam: SensePublishers, 2014. http://dx.doi.org/10.1007/978-94-6209-530-4_3.
Full textLotz, Nicole. "Design Narrative." In Practical Design Patterns for Teaching and Learning with Technology, 183–87. Rotterdam: SensePublishers, 2014. http://dx.doi.org/10.1007/978-94-6209-530-4_30.
Full textDerntl, Michael. "Design Narrative." In Practical Design Patterns for Teaching and Learning with Technology, 23–30. Rotterdam: SensePublishers, 2014. http://dx.doi.org/10.1007/978-94-6209-530-4_4.
Full textConference papers on the topic "Narrative design"
Iannilli, Valeria. "NARRATIVE OBJECTIFICATION: PROCESSES AND METHODOLOGY OF VALUE CREATION THROUGH NARRATIVES." In European Academy of Design Conference Proceedings 2015. Sheffield Hallam University, 2016. http://dx.doi.org/10.7190/ead/2015/63.
Full textChang, Wei-Chung. "Design as narrative." In ACM SIGGRAPH 2006 Research posters. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1179622.1179669.
Full textSpaulding, Eric, and Haakon Faste. "Design-driven narrative." In CHI '13: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2470654.2481394.
Full textWei, Huaxin. "Embedded narrative in game design." In the International Academic Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1920778.1920818.
Full textKang, Hyeon-Suk, and Ho-Jae Jeon. "Narrative-based Understanding by Design." In Education 2015. Science & Engineering Research Support soCiety, 2015. http://dx.doi.org/10.14257/astl.2015.115.17.
Full textHao, Bing. "Narrative Style Centered on Humanitarian Spirit in Folk Narrative of China Contemporary Photography." In 3rd International Conference on Arts, Design and Contemporary Education (ICADCE 2017). Paris, France: Atlantis Press, 2017. http://dx.doi.org/10.2991/icadce-17.2017.43.
Full textLópez-Arcos, José Rafael, Francisco Luis Gutiérrez Vela, Natalia Padilla-Zea, and Patricia Paderewski Rodríguez. "Interactive Narrative design for geolocated experiences." In Interacción '16: XVII International Conference on Human Computer Interaction. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2998626.2998666.
Full textGhidini, Eduardo, Caroline Q. Santos, Isabel Manssour, and Milene S. Silveira. "Analyzing Design Strategies for Narrative Visualization." In IHC 2017: Brazilian Symposium on Human Factors in Computing Systems. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3160504.3160538.
Full textQueiroz Santos, Caroline, and Milene Selbach Silveira. "Design de Visualizações Narrativas Interativas." In XVII Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação (SBC), 2018. http://dx.doi.org/10.5753/ihc.2018.4173.
Full textHowland, Kate, Judith Good, and Benedict du Boulay. "Narrative support for young game designers' writing." In IDC '15: Interaction Design and Children. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2771839.2771858.
Full textReports on the topic "Narrative design"
Tromblee, Mark L. Strategic Communication Through Design: A Narrative Approach. Fort Belvoir, VA: Defense Technical Information Center, December 2009. http://dx.doi.org/10.21236/ada513320.
Full textLance, Brent J., Jonroy Canady, and Kelvin S. Oie. Design and Functionality of the Graphical Interactive Narrative (Gin) System Version 0.2. Fort Belvoir, VA: Defense Technical Information Center, August 2012. http://dx.doi.org/10.21236/ada568916.
Full textHilbrecht, Margo, Sally M. Gainsbury, Nassim Tabri, Michael J. A. Wohl, Silas Xuereb, Jeffrey L. Derevensky, Simone N. Rodda, McKnight Sheila, Voll Jess, and Gottvald Brittany. Prevention and education evidence review: Gambling-related harm. Edited by Margo Hilbrecht. Greo, September 2021. http://dx.doi.org/10.33684/2021.006.
Full textDownes, Jane, ed. Chalcolithic and Bronze Age Scotland: ScARF Panel Report. Society for Antiquaries of Scotland, September 2012. http://dx.doi.org/10.9750/scarf.09.2012.184.
Full textTheory of change: Don’t Bet Your Life On It. Greo, June 2021. http://dx.doi.org/10.33684/2021.005.
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