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Second Story, Interactive Design Studio

Second Story, Interactive Design Studio

with Second Story

 


Above a bakery in Portland, Oregon, a unique group of storytellers are quietly changing museum and exhibit experiences all over the world. In this Creative Inspirations documentary, we meet Second Story, creators of award-winning interactive projects for clients that include the Getty Museum, National Geographic, the Museum of Modern Art, and the Smithsonian Institution, just to name but a few.

Founders Julie Beeler and Brad Johnson introduce us to their uniquely talented studio where their signature interactive design is conceived and produced. Second Story creates immersive adventures that educate and entertain through compelling visuals, touch and play, and inspiring participation through curiosity.

We follow the team as they reveal one of their latest triumphs, the Age of Mammals exhibit at the Natural History Museum of Los Angeles County, designed to both please the doctorates and the first graders who participate in their finished project.

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author
Second Story
subject
Web, Interaction Design, Creative Inspirations, Documentaries
level
Appropriate for all
duration
43m 12s
released
Aug 31, 2010

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Second Story: Creative Inspirations
Introduction
00:00(Music playing.)
00:10Julie Beeler: We're storytellers, but I don't really feel, in that traditional sense, that
00:15I'm really a storyteller.
00:17Brad Johnson: Sometimes we're creating pieces in a museum where you have to accommodate
00:22both school buses, loads of kids that have very limited attention spans, to people
00:27that are experts in the subject matter.
00:29So we have to come up with a scheme that will accommodate that broad range
00:35of potential visitors.
00:37Heather Daniels: We have these tags that used to say the evolution, the co-evolution of canines
00:42in North America.
00:43We found that to be really academic and that people were not at all interested,
00:49but suddenly if we put the dog flag up there, 'Oh Dogs!
00:54I want to learn about dogs.
00:55Okay, let's click it.'
00:57Shoam Thomas: I possibly want to lure them in and almost have them flow into this
01:01back staging area, where we feel like that could be like a collaboration, a
01:07contribution-type area.
01:09Matt Arnold: You can have a lot of kids walk up to this, and it has to be able to react
01:13to all of them.
01:14You can't have three or four of them touching it,
01:17and it's working for them, and a fifth one walks up, and he is like, "Oh?"
01:22Brad: All of these people coming together,
01:23every project is a different mix of the different people that are here.
01:27Julie: That's essentially what you do every day with interactive media is take all
01:32the varying components and put them together.
01:35(Music playing.)
Collapse this transcript
Workspace
00:00(Music playing.)
00:09Brad Johnson: Greetings! Welcome to Second Story. We're here in North Portland.
00:12This is our building, our studio.
00:15We have the whole second half of this building that we bought three and a half years ago
00:18with Grand Central Baking.
00:21So come on in.
00:24Portland is one of the most bike- friendly cities in the United States, and commuting
00:28to work is a big part of the culture here at Second Story.
00:31Especially when the studio is right above a bakery, it's a good idea to get in
00:35the habit of riding your bike every day to work.
00:38So I do that myself.
00:40Things that we're working on right now in production is the Koshland Climate
00:44Science Table, which is all about how to make decisions and affect the climate,
00:50looking at the Arctic Studies Center, which is - I'm going to go to Anchorage on
00:53Friday and open that up next week. Lots of new things in the pipeline that
00:57we're all working on.
01:01All over Europe, before museums, they would have these curiosity cabinets for
01:05people to display things that were of note from all around the world and they
01:08would always have a big crocodile on the ceiling.
01:12That really inspired the architecture of this space, because a lot of what you
01:16do in collections-based media is organize and sort information, and present it
01:23in different ways, so that kind of became a motif for how the whole design of
01:27the space worked.
01:30This is really the heart of the studio, where more of the design that's
01:35onscreen happens.
01:36The other half of the studio is more about prototyping and actually setting
01:40things up in the physical environment for the more on-site installation work
01:44that we're doing.
01:45The kind of work that we used to do originally was all web site-specific and
01:49then slowly it becomes outside of the web, it becomes a kiosk, and then a kiosk
01:54starts to turn into bigger tables, and more and more environmental.
01:57So we needed a place to really do some prototyping, some testing, and we needed
02:01to actually bring the hardware that we're going to use in the museum here on-site
02:06to test and to start to design it.
02:09So when we come in here, this is the place where we can actually project and
02:14create things to scale while we're in the design process.
02:18We're working on this project for the University of Oregon.
02:20There's 14' columns that go from the floor to the ceiling.
02:24We need to actually create those here to really test the scale and the
02:29motion and how people are going to interact with that.
02:32So this is upstairs in the mezzanine.
02:34We've got a big conference area, and we did - for years we worked with
02:38DreamWorks Records, and they always inspired us because all of their conference
02:41rooms were couches and big screens.
02:44It was a really conducive way to collaborate in a relaxed environment.
02:48It's been a part of the way we've had our studios organized ever since.
02:52Once of things that we also have here are a big collection of these
02:57classroom charts and posters.
02:58It's something I started to collect about seven years ago.
03:01I have about fifty of them.
03:04What I love about them is it's a perfect fusion of art and science.
03:09This is one of the very best.
03:11These are original lithographs from, they came from the teens in France.
03:16The detail on looking at some of the hairs on the fly and the way they did
03:21transparency is really a beautiful example of the highest that this kind of craft
03:26and art ever got to.
03:29The subject matter is what I really love, the diversity of finding things like
03:33this, where you're looking at parts of an apple, or how Esso moves oil through
03:39Germany, and how transportation works, a vulture, a bear, bats.
03:46It's just a wonderful way to look at the art and look at the world through this
03:49kind of science and art kind of perspective.
Collapse this transcript
Approaching interactive media
00:00(Music playing.)
00:08Bruce Wyman: The reality is that museums are competing with the rest of world for
00:11people's finite attention, right?
00:12You can choose to go to see a movie at the end of the day, or you can go see
00:16this exhibit at some museum.
00:17So museums have to work a little bit to try and make those experiences magical,
00:21engaging, attractive, and a compelling counterpart to those things. That just
00:26appealing the people's nature of being inspired by a museum isn't as strong as it
00:31used to be, and so you've seen a trend towards thinking of a much broader
00:34experience, and what that can be, and what that can entail.
00:40Brad Johnson: One of the main reasons a lot of clients hire us is to create a kind of an
00:46experience that their viewership, or their audience, or their visitors, the people
00:51that come to their web sites, have a memorable personal connection with the
00:56content that they're serving, to address different learning styles, to address
01:00different attention levels, to address different interest levels.
01:04Sometimes we're creating pieces in a museum where you have to accommodate
01:09both kids that have very limited attention spans to people that are experts
01:13in the subject matter.
01:14So we have to come up with a scheme that will accommodate that broad range
01:20of potential visitors.
01:22I think that's one of the most exciting things about it, that it's not just
01:25one presentation, but it's lots of different potential presentations based
01:30on unique interests.
01:31David Waingarten: I think if it were just technical expertise, I don't know that we would be
01:36able to have the same type of emotional connection, you know, something that's
01:40emotional that catches you and that makes you interested in the content that
01:44we're working with, and also has this beautiful, elegant, technical aspect that
01:49hopefully, if we do it right, is transparent.
01:51You're not sitting there thinking, "Wow!
01:52This is really technically amazing!"
01:54That should all be completely transparent.
01:57You should be just interacting with the stuff that we're creating in a
02:00level that's visceral.
02:03Julie Beeler: We're storytellers, but I don't really feel, in that traditional sense, that
02:08I'm really a storyteller.
02:09What I think of is that I take those stories and that information and I
02:13put them together in meaningful ways.
02:16The visitors can then interact with those stories and those components to weave
02:20together their own story, and that's really, to us, what interactivity is all about
02:25is that the visitor is creating a second story. That's what we love doing, and that's what we
02:31hope we continue to have opportunities to do, and we've had the luxury of having
02:35some pretty amazing stories to work with, so...
Collapse this transcript
Starting Second Story
00:00(Music playing.)
00:08Julie Beeler: I met Brad in Berkeley, California.
00:10I had moved there after going to school at University of the Pacific, and was
00:14working for a graphic design studio, and became really excited with what was
00:18going on with multimedia in the Bay Area.
00:21I thought, "That's something I could do."
00:23So I decided to kind of teach myself that.
00:26I looked for a job that would allow me the opportunity to learn a little bit
00:31more, because of course I didn't have any skills in multimedia.
00:34I had an opportunity to work with The Burdick Group, which was a firm in San
00:39Francisco, and they were working on The Rock and Roll Hall of Fame.
00:42And they were putting in some of the very early interactives that you see in
00:46museums and cultural institutions today.
00:48Brad Johnson: Up until that point, I was living in Berkeley and was a painter and
00:54supporting myself doing construction and carpentry and things like that.
00:58It was a height of the CD-ROM craze, where Voyager titles were all over the
01:03place, and you could go to the bookstores and get CD-ROMs of really compelling
01:07things related to travel or entertainment, educational titles;
01:13everything was coming out right then,
01:14especially in the Bay Area; it was a really popular movement.
01:18I just was completely enamored with that.
01:21I got my first computer then and thought, "I need to be part of this.
01:26I need to learn how to create those kind of experiences."
01:30So I went to San Francisco State and took some 3D classes and an interactive
01:36storytelling class and started to put together this presentation about
01:39clothespins, as kind of just a test case.
01:43And it won lots of awards, and then, all of sudden, people started calling me to do
01:50more sort of floppy disk and CD-ROM-like promotional pieces.
01:55At this time, I was by myself, and I had some friends that were also kind of
01:59doing this business.
02:00I got called by GE Capital to create something that was a lot bigger than
02:06just one guy could do, got this other company involved, and they had just
02:10recently hired Julie.
02:12Julie: I found a great firm in Berkeley called Smetts Stafford Media.
02:17They said, "Our first project that we're going to do is with our friend Brad.
02:21We're going to go over to his office," and that's how I met Brad, and things
02:25started to take off from there.
02:27Brad Johnson: Then that relationship became both romantic and professional.
02:32As I got more and more work coming in for my company with National Geographic
02:38and PBS and Discovery, I needed more help, and we started to work together and
02:44ultimately then grew the company, changed the name from Brad Johnson Presents
02:48to Second Story.
02:49Julie: From there, we just started moving into these environments where museums were
02:55a little late in adopting technology.
02:58We were right there at the forefront, and were able to be the go-to team that
03:03could put together innovative, interactive experiences and balance that with a
03:07lot of content and organization, so...
Collapse this transcript
Working as a team
00:00(Music playing.)
00:09Male Speaker 1: The studio, I think, takes a lot of pride in getting the most they can out
00:13of every employee.
00:15Female Speaker: I've never worked on projects like this where, from start to finish, everyone
00:18is involved in every aspect of the project, which is awesome.
00:21Male Speaker 2: I think overall people are just always trying to foster the growth of ideas.
00:28Male Speaker 3: It's really rewarding seeing your ideas and your creative thoughts being
00:34realized in something that you get to share with a lot of other people.
00:37David Waingarten: The people I want to work for are people who care about what they do.
00:42When they have passion and they want to be here, I want to be here, and it's not
00:45just Brad and Julie.
00:46I mean, most of the people here, that I get to interact with day to day, really care
00:51about doing a good job.
00:52(inaudible speech)
00:56Brad Johnson: I started the company in 1994. It was a one-man deal.
00:59It was called Brad Johnson presents.
01:01There is like this triad that kind of evolved where there was design, project
01:07management producing content, and then the third part being the technology side.
01:12That kind of triad, I think, really informed the way that the whole
01:15organization grew.
01:17Now that we are thirty people, we still have that sort of breakdown where there's
01:22three different departments.
01:24But yet outside of that, there are a lot of people that are kind of in-between
01:28and can do a little of this and little of that.
01:32To me, one of the most rewarding things is really the collaboration that happens
01:36here. And all the different types of minds that come together to make it possible
01:41here to do what we do has been the most rewarding part.
01:44We've got lots of people that have that liberal arts background.
01:47We've got people that are brilliant programmers in both front end
01:51visualization to back end database systems that make the kinds of ongoing web
01:57projects that we do possible,
02:00incredible content researchers and storytellers that do wonderful job of
02:05figuring out what are the assets that are going to bring a story to life.
02:10We've got artists and designers with illustration backgrounds, physical design
02:15backgrounds, motion backgrounds, and information design backgrounds.
02:19All these people coming together, every project is a different mix of the
02:23different people that are here.
02:25That's really wonderful to be part of a family, really, that's keeps evolving in
02:32new ways to create new kinds of experiences.
02:35Julie Beeler: There's lots of people in the studio where they might have applied for a
02:39very specific position.
02:41It's like, "Oh! you'd be so much better doing this. Let's carve this position out and start to
02:45create that and see where it takes us."
02:47Those are the things that we get excited about, and so we always encourage all
02:52different types of people, because at the end of the day we are all just a bunch
02:56of liberal artists with very diverse experiences and interests.
03:00You know, for me, I am a quilter, and so a big part of it is all the different
03:05pieces and components, and how do you put that quote together so that ultimately
03:09you are creating this amazing, beautiful experience for people, and that's
03:14essentially what you do every day within interactive media is
03:16take all the varying components and put them together, so it's a lot of fun.
Collapse this transcript
Playing with technology
00:00(Music playing.)
00:08Matt Arnold: So, we are in the media lab at Second Story.
00:11This is kind of an area of the company where we experiment with new technologies,
00:17and what we are looking at today is a mini golf experience.
00:21I would say we kind of volunteered to do this as part of a local
00:27mini golf tournament.
00:28There were at least dozen different mini golf holes that a lot of local
00:33companies contributed, and ours was the only fully digital one.
00:37Thomas Wester: We used it as an R & D effort.
00:40Typically, we start up with the user experience. We say, "This is what it's going to
00:44be. Now, go and build it."
00:46In this case, it was more like we have an opportunity to really put any
00:49technology or hell, a stack of technologies in there just to see what it's
00:52like from a technical perspective.
00:55Matt: So, the first thing you do is use the Wiimote to select a course that you
00:59are interested in.
01:00Let's try the bug course.
01:02It invites you to put the fiducials down on the table, and they offer these
01:08barriers to your destination - obstacles.
01:13This is a special one that allows you to steer the position of your swing, and
01:19then you just swing away. And we are using all the sensors inside the Wiimote to
01:22actually do the hitting of the ball.
01:24Thomas: We were interested in how people interact with a physical object like this,
01:29and what it is like, and how people understand to work with it.
01:33So, we built an application. Basically, it shows you what's going on.
01:36So, I am holding this one down, the B button, and it's giving me all the data
01:42of where the Wii thinks it's in space right now.
01:45So, what I do is when I hit the button, I start recording it, and then I swing and let go.
01:49So, a big swing will give me a lot of force, and then I tell the program, somebody
01:53hit with force, versus like a small swing will only give me little force.
01:57This is using an Open Source library that does fluid dynamics.
02:01The reason why we are running this is just to see what the performance is like.
02:04Matt: You want to make sure that it's not just a one-person experience, that you can
02:08have a lot of kids walk up to this, and it has to be able to react to all of them.
02:12You can't have three or four of them touching it, and it's working for them, and
02:16a fifth one walks up is like "Oh..."
02:20So, we want to make sure that whatever technology that we deploy
02:25invites everyone.
02:26There is plenty of opportunity for everybody to interact with the hardware.
02:31Underneath the table is this camera, which not only is looking at for the
02:36fiducials but can also be looking at finger touches.
02:41The raw feed is this square here, and what the computer processes is over here.
02:47What comes out is this wonderful ID on each finger point and information about
02:52what they are doing:
02:53are they moving, are they touching, are they are removing, and how many are there?
02:58You should be able to approach a table surface like this, and it should
03:02react to you right away; otherwise, we've learned
03:05Matt: from past projects that if you Thomas: They walk away.
03:07don't get something right away, people walk away and they miss out on all this
03:10work that we put into the software.
03:13There is a lot of dynamics there.
03:15There is - I don't know - a curiosity, and then there is almost like an
03:19embarrassment, or a shame, like "Oh!
03:20Matt: "I can't. I don't know." Thomas: "I don't want to touch it."
03:22Matt: Or people are.. Thomas: "It might break."
03:24Matt: Yeah. They are very cautious around the technology, and we want to invite them to
03:31touch, and we want to make sure it does something wonderful when they do that.
03:35Then they'll do more.
Collapse this transcript
Natural History Museum of Los Angeles County: Storytelling
00:00(Music playing.)
00:13Julie Beeler: Second Story had the opportunity, the Natural History Museum in L.A. was
00:17building their Age of Mammals Hall.
00:20We spent a tremendous amount of time with the content and understanding, what are
00:25the types of stories that we are telling?
00:27It's a very complex story, that's a very intellectual story, and how do we break
00:34that story down to an average level, so that an individual could actually wrap
00:39their head around the concept that continents move, climates change, and
00:43mammals evolve.
00:46Heather Daniel: It's been a long process, and it's great to see it start from really
00:51conceptual thinking all the way.
00:53Now, we have the concrete interactives, and we are seeing it in place.
00:56Male Speaker: Okay. It's set to ninety-nine now. Heather: Okay. Let's try this.
01:00I think what's interesting is that every project is different, and that we come
01:05up with different ways to try to get to whatever that core concept is going to
01:09be, and how we are going to present that.
01:11Jennifer Guibord: We take a really comprehensive look, and we say, what is the goal, where are
01:17we trying to get to with this, and what's the best way to tell the story.
01:22So, our team came together and met with the museum team, the exhibit team,
01:28and all the different parties that are involved, and tried to learn a little
01:32bit about the hall, what their mission was, how are they going about their
01:36storytelling, what voices are they using, and from that we put together a
01:41concept package.
01:47When we bring a team together, we try to make it as multidisciplinary as
01:50possible, because if you have all the different perspectives from the very
01:54beginning, and represented throughout your process, then you know you have the
01:59most holistic approach.
02:00So, the first part of our process really is this content acquisition and
02:06understanding of all the different - the databases, the stories, all the minutiae that
02:13are going into the presentation.
02:15Then you are going to be brainstorming on how do you make those stories come to
02:19life in an interactive?
02:21That's really what we are trying to do during the brainstorming in the
02:25conceptual phase, is finding something in the story that creates our concept.
02:31So, you are sitting down, you are brainstorming, you are looking at images,
02:36pictures of the hall, story, and all that sort of stuff,
02:40whatever it is it's going to inspire the team so that they have that aha
02:43moment of "Oh! I understand what they are going for, and I think we can get there by
02:47doing this.
02:49We've got a concept and here is how the content fills into it, and here is how
02:53the technology fits that content."
02:55So, you want to make sure that you have the total package, and you are not
02:59just thinking of the content or the design or the technology, but you need
03:04something that pulls it all together, and that is the concept that the studio is
03:08trying to come up with.
Collapse this transcript
Natural History Museum of Los Angeles County: Prototyping
00:00(Music playing.)
00:08Heather Daniel: One of the unique things about the studio is that the designers are also the
00:13user interface designers, the architects;
00:16they're really thinking through the entire experience.
00:18So that's something that's very special, and I think a special talent set
00:22that we have with our designers.
00:25Jennifer Guibord: So they're thinking about an experience, in addition to visual design.
00:29What we do is we put together packages similar to this.
00:32This is our wireframing package for one of our presentations, the Exhibit Kiosks
00:38that is going into L.A.
00:40Heather Daniel: What I really like about the wireframes is it forces us as designers,
00:44developers, producers,
00:45the whole team, to really think through the user experience.
00:48Devoid of design, this is just really concrete:
00:52how is the user going to use the interactive?
00:54I think this is a great moment for us to really ask the hard questions.
00:58Jennifer: Each one of these allows us to illustrate to the client that there is
01:02multiple functions in this kiosk.
01:04So when you're on this screen, the visitor is standing in front of a kiosk where
01:08they can zoom a timeline, and they can explore geologic time.
01:11As they explore geologic time, the map changes, the continents move, and
01:16different stories come to life.
01:18So as these wireframes are coming together, we're working on prototypes.
01:23Heather: Seeing the transition from wireframes to prototype is we get a lot of those
01:29answers of like, "This isn't working well," or "This is not a good user
01:33experience," or "This isn't intuitive."
01:35Jennifer: Both internal and client team can go, "This is great, but I totally didn't
01:40see how I was supposed to get back to that map.
01:43It got lost on me." Then we know we have a challenge going into design that we
01:48need to make everything that's advertised on this screen clear to the visitor,
01:53because people are missing the fact that I can do this, or missing the fact that I
01:56can go back to that.
01:57Heather: That's a lot cheaper.
01:59It's a lot easier to find those mistakes in the prototype than it is to get all
02:03the way into beta and realize, you know what?
02:05I can't get back to looking at the map, or I can't see the species that I want to.
02:11So, the prototype is a really great moment for us.
02:14It can be a hard moment for us when we realize that what we've been working
02:18on for a couple of months, and feel pretty strongly about, is not really the
02:22right solution.
Collapse this transcript
Natural History Museum of Los Angeles County: Design
00:00(Music playing.)
00:09Jennifer Guibord: In the studio, while we're working on the user experience and the
00:13functional side of things, the design team is also putting together what we
00:17call our visual explorations.
00:20What we do is we look for inspiration,
00:22we look at the exhibit color palette, the graphics that are going in, the
00:26style of those, and from that, we put together a package of visual treatments.
00:32These are presented completely devoid of any function.
00:37What it is is it's an attempt to pull from internal and external teams
00:41what they like and don't like from a visual point of view.
00:44So if the director of the museum really hates green, we want to learn this now.
00:49We don't want to learn it once we've made a green background that's beautifully
00:53integrated into design comps.
00:55So by presenting just the visual treatments without the function, that's the
01:00sort of feedback that we get.
01:03Heather Daniel: At some point we say, "Great!
01:04We got sign off, we're all agreed on the design direction, we're signed off on
01:10the wireframes, we know what the user experience is going to be, and now you're
01:14not going to hear from us for a while."
01:15Now we're going to go make it.
01:17That's where we gather all the resources, our team members.
01:22Then it's a lot of scheduling.
01:24It's a lot of build plans.
01:25So that becomes like a very productive part for us internally, but the
01:30clients don't really see.
01:31There is a kind of a quiet time, and the clients aren't seeing as much until
01:37the beta.
Collapse this transcript
Natural History Museum of Los Angeles County: Usability testing
00:00(Music playing.)
00:08Heather Daniel: So usability testing is a great place for us to check in.
00:13We've been working kind of in a siloed environment, working with the clients,
00:18working with our team, and we can get kind of a tunnel vision of what we
00:21think we need to do.
00:23Usability testing is a great reality check, because it allows us to put it in
00:29front of a real audience and say, what works, what doesn't, what do you like,
00:34what don't you like?
00:36So we had the wide variety of people who had no background in natural history,
00:42to those who are very interested, and that's their profession.
00:46Some of the feedback we got was, it was all over the place.
00:50They loved learning about specific species.
00:54They loved going and learning about what specimens are on display.
01:00They were really reading it.
01:01They're like, "Oh, a two-horned Rhinoceros. What's that?"
01:05Then on the world map, they would just loved scrolling back and forth, and the
01:10interactive nature of this really was compelling.
01:14They felt really drawn in right away.
01:16Even if they just spent a couple of minutes, just going back and forth, and
01:21learning how the continents shifted and the climates changed,
01:23hey, that was enough.
01:25If you were the paleobiologist who spent a half an hour reading every single
01:31little story, and looking at every single little detail, you can be here for thirty
01:36seconds, and you can get something, or you can be here for ten minutes, and you
01:40can still be engaged.
01:41Jennifer Guibord: That's really the strong suit of the beta.
01:45When you get to a point where it's complete enough that all of the features
01:48are in, it looks close enough to the finished product, that the feedback that
01:53you get is valid.
01:55If you put it out there too soon, then you're going to be sitting there with
01:57the user experiencing,
01:58"Well, it's not actually going to do that. It's not really going to look like that."
02:02You don't want that, because you want the visitor to feel like they're actually
02:05engaged with what's going into the museum.
02:08But you also want to be able to take it back to your team, and have enough
02:12time, and have enough energy left on the project that you can make the changes
02:17that go from a good experience to get it to the great experience that the
02:21museum really wants.
02:26Heather: We have these tags that used to say the evolution, the co-evolution of
02:32canines in North America.
02:34We found that to be really academic, and
02:37that people were not at all interested in learning about the co-evolution of
02:42canines in North America.
02:43But suddenly if we put the dog flag up there, "Oh, dogs. I want to learn about dogs.
02:49Okay, let's click it." Or camels and arid animal - mammals.
02:55It was like these were things that weren't connecting to the audience.
03:00So we found that if we just shortened up these titles, all of a sudden they
03:03became engaging and exciting.
03:06On the flip side, what we can see that comes out in testing is the things that
03:10what we're really concerned about that like, is this too tough of a concept for
03:14visitors, is this something that we're concerned about?
03:17This has come across in
03:19one of our more complex exhibit kiosks with the phylogenetic tree, which
03:22is this like very complicated visual.
03:26That's actually, that's been the most successful component of the entire project.
03:30I mean, across the board, people love it.
03:33They have just spent so much time playing with it.
03:36So that's a great thing to have in your back pocket going to a beta review and
03:40saying, "Yeah, you may have some concerns about this,
03:43but people love this, like we need to keep this."
03:46So it can also be a great tool to inform clients, because they've also been
03:51working in the silo, and they may have specific ideas of what's not working and
03:55what's working, and to have that ability to say, "You know, no.
03:59This is what I know is working" is really powerful.
Collapse this transcript
Sketching ideas
00:00(Music playing.)
00:08(Music playing.) (Inaudible speech.)
00:19Shoam Thomas: Sometimes working digitally, thinking about space, isn't enough.
00:25Google SketchUp has the tools to really create the mass and the forms and start to get
00:31in the details, but sketches are still very important, and it's just because it
00:36makes people concentrate less on specifics and more about the generalities of
00:42what you are trying to do.
00:46It's like drawing with a big piece of chalk.
00:49You end up having a limitation, but actually that limitation makes you end up
00:55evaluating the bigger picture much better.
01:01And then you come to something like building a scale model, a great tool for us
01:05in the science museum, because you not only get to do another thing that's not
01:13on the computer, but it gives me lots of different flexibility for something
01:17like having meetings and collaborating with my teammates, and be able to do
01:22things like, maybe I just want to have this thing kind of angled, because people
01:26are going to be coming in from this side, looking through.
01:30So I possibly want to lure them in, and almost have them flow into this back
01:35staging area where we feel like that could be like a collaboration,
01:40contribution-type area.
01:43So I am getting to dream up, and that's really fun.
01:47I have always liked Google SketchUp.
01:49The tool is efficient. It can quickly generate things.
01:55You can generate mass and form, but sometimes what happens is you can also
01:59get stuck because you end up noodling things more than really exploding
02:05the bigger idea.
02:06So this is an invaluable tool to help communicate.
02:11It's all about making sure that idea that I had I woke up this morning with, I
02:16can quickly just jot that down.
02:19(Music playing.)
Collapse this transcript
Evolution of interactive media
00:00(Music playing.)
00:12Bruce Wyman: Museums are interesting places.
00:14They are conservative by nature.
00:16But if you look at an institution that has been around for a hundred or a hundred and fifty
00:19years, or even longer,
00:21there is a reason to have some kind of sense of slow inertia in that sort of stuff.
00:25But at the same time, there is a level of mid-level museum professionals that are
00:29now filtering up through the ranks that are relatively progressive,
00:33that in their own ways are pushing their individual institutions, and constantly
00:35evangelizing where things ought to be, rather than where they have been.
00:39And the case isn't always necessarily 'do things differently,' but rather,
00:43'let's try something that's different and then validate it.'
00:45If it doesn't work then, yes - by all means, we will do what we know how to do very,
00:48very well, and continue to do that.
00:52Museums are very good at servicing a core audience.
00:55They get that in spades. It's really, how do you grow that audience, and how do you begin to
00:58engage with it differently?
01:01So probably most importantly, and this is certainly true for Second Story, is that
01:05where traditionally you would have seen maybe kiosks in a museum,
01:08you would have had these kind of constrained glass panels where all the magical stuff
01:13was behind this, and you had to figure out what the interface was, is that that
01:16increasingly, you look at the digital presence of that content.
01:18That stuff can certainly not exist just in this constrained space anymore, but
01:23rather it can happen anywhere around you.
01:24These surfaces can be things you interact with.
01:27Your presence in the space begins to make something happen that part of that
01:30extends to an online experience, and that rather is a digital presence of the
01:34institution, that's the much more important thing for the visitor.
01:37I think that's an increasingly complex layer that museums are struggling with,
01:41certainly as with the rise of social media,
01:43you begin to see how museums try and relate to their visitors,
01:46how they try and engage with them, to
01:47make sure that things that happen on a social level, or an online level, begin to
01:51interact and stuff in the galleries, and so forth.
01:53So it's an increasingly complex narrative, but it's also a very
01:56interesting narrative.
Collapse this transcript
Interview with Lynda
00:00(Music playing.)
00:08Lynda Weinman: Hello! I am Lynda Weinman, and I am here in Portland, Oregon with Brad Johnson and
00:13Julie Beeler from the interactive agency Second Story.
00:18So you two obviously have been doing this for a long time and seem to love what you do.
00:23What is that that you love about your work?
00:25Julie Beeler: For me, I am really enamored with interactive storytelling, and I am really
00:30passionate about different subjects and content, and I love the idea that we can
00:34put something together and peak someone's imagination, spark their curiosity.
00:38When you see audiences, of all ages, of all different types, playing with it, and
00:43they have that sense of emotion and excitement in experiencing it, that's
00:46what keeps me wanting to come back and do it every day, day in and day out.
00:51Brad Johnson: In the beginning, when I first got introduced to this medium in like 93-94,
00:57in the Bay Area, there was Voyager and all of these great interactive titles in bookstores.
01:02You were seeing these CD-ROMs that you could get.
01:05As the user, I was helping this kind of story unfold in a way that reflected my
01:11own unique interests and curiosities. And our capabilities have just gotten more and
01:16more enhanced over time.
01:18So for me, what keeps it fresh and exciting is new ways to help make it even more
01:24memorable, to inspire wonder in people in new ways, but really, still the core,
01:29old-fashioned storytelling techniques.
01:31Lynda: So what are the challenges with telling an interactive story?
01:34Brad: There are a lot of different types of storytelling that we do.
01:37A lot of it has to do with collections of things, so there are stories to be
01:41told with lots of different objects in a museum, artifacts.
01:46There are stories to be told where you're bringing an event to life, or you're
01:49bringing a culture to life. And what I like to thing of is that interactive
01:56storytelling is almost like a glue that holds together different types of
01:59media, whether it's video, images, information, and what we try to do is find a
02:05way that the glue can kind of reconstitute all of this media, so it can be
02:10served to different people in different ways, depending on their own unique
02:13interests and curiosities.
02:15So finding a way to sort of break a story apart is really the first part of
02:20telling a story, interactively, and then finding ways to serve it over different
02:25types of technologies in different contexts, for individuals versus groups, is
02:30part of the challenge.
02:31Lynda: So a lot of the beginning process for us is the information design of, how is
02:37the information going to be organized, so that ultimately when it's put back
02:40together interactively, a story can be told.
02:43It's a fun way, where we are actually deconstructing everything we are doing from
02:46the beginning to basically build a story back together.
02:50Brad: We like to think of it as kind of from the inside out.
02:53We kind of start from, what is the heart of the experience going to be, what
02:56is the heart of the storytelling components going to be, and how are we
03:01going to serve those in a way that's going to elicit the best kind of
03:04experience intended for this audience?
03:07So it's really, what's the heart of the experience, and then ultimately,
03:11what does it look like?
03:12Lynda: So switching subjects just a little bit to the issue of how you go
03:16about hiring talent.
03:17What are the types of skills that you guys look for when you're hiring people?
03:21Julie: Well, I particularly am looking for skills where individuals are really
03:25focused on their talent, and they are really passionate.
03:27And so I love seeing if someone has a specific interest, passion, whatever it
03:32is, that they really focus on that and do that really well.
03:36I think it's important that you, to a certain degree, you have to be a generalist,
03:40and have a big understanding of what's going on.
03:43We have said for years,
03:44it's like building a band, and it's finding that individual with that really
03:49great talent on that particular instrument, and they can excel and perform those
03:53amazing solos, but they can also come back to the greater team and collectively
03:57create great, beautiful music together.
03:59So I think it's a balance between the two.
04:01Lynda: So are you looking for evidence of that in a portfolio, or is it more their
04:05interpersonal skills that are telling you about their passion.
04:08Julie: Well, I definitely look for it in their portfolios, because it's very easy
04:12to see when someone has it.
04:14It's transparent, and it just shows through, and I think that it has to happen
04:18before we will actually then go to the next step of talking with them, and
04:22then it is interpersonal skills, communication styles, collaboration, problem-
04:26solving, how they think, how they communicate - all those sorts of things are a
04:31big factor.
04:32For us, they have got to be able to fit in with the culture and the other team
04:35members, and with a studio our size everyone has to be a self-starter and be
04:42proactive and have those skills and want to work with other people in the team,
04:46because we don't have lots of layers in management, and so forth, so...
04:49Lynda: That makes a lot of sense, and I realize that technology is constantly
04:53changing, and so is it less important what kind of technology they understand,
04:58or they have exhibited expertise in, and more important that they are
05:01adaptable, and you see evidence of that.
05:04Julie: Yeah, definitely.
05:06I think everyone comes knowing a suite of software, and there's pretty much the
05:12standards in the industry, and everyone knows them. Some may have better
05:14proficiencies than others, but for me it's that adaptability and flexibility,
05:19because one day we may be thinking, oh, we are going to be go about it solving
05:23some of the interactive design solutions with this technology, and then we find
05:27out we are actually going to use this other technology, and being flexible to
05:30move into those environments.
05:32Because it's just constant and ever- changing, so it's really, really a good skill.
05:36Brad: We have a lot of people with a liberal arts background, which really offers
05:41a lot of fresh kind of collaborative opportunities when we're coming up with
05:45different concepts for how an experience is going to come together.
05:48I really like that.
05:50One of the things I noticed that a lot of the larger firms do is break apart the
05:55interaction design from the visual design, and we really are trying hard to keep
06:00that together, so that the same designers are really responsible for the vision
06:04of how something is going to work, and what that experience is going to be like
06:08in the interface, and the way it's going to look.
06:12When I found that those two roles get split apart, that oftentimes you don't
06:17have the same kind of cohesive experience in the end.
06:21So that's one of the things we look for is, can someone really do both sides of that?
06:26Lynda: Fantastic.
06:28And I think my last question will be, what it's like to work with your spouse?
06:32It's an unusual partnership,
06:35I suppose, to be married to your business partner, right?
06:38Julie: Yes, it is, but for us, we don't know any different.
06:41We met through working together, so we always joke that it just comes naturally.
06:48I think it's a constant evolution.
06:52You definitely have to be open to understanding what your strengths and what
06:56your weaknesses are, so that you can work well together and divide and conquer.
07:01And so when Brad and I first started, we were both doing design, we were both
07:06doing development, and slowly but surely, we realized we each had different
07:10strengths in those areas, and we could work together to build on those strengths.
07:15And I think that's just a constant growing and learning process, and especially
07:20as the studio evolves and adapts and changes, we do the same thing.
07:23Brad: I think we kind of evolved together to become better at what our own
07:28strengths are, so that it's less overlap than maybe it was in the beginning,
07:33and Julie is really excellent at sort of directing and leading the studio in
07:38terms of the new business and the relationships with the clients and the new
07:42clients that we have, and organizing the structure of the studio and how we get
07:47everything done the way that we do.
07:50And I am more into the creative direction and that concept development of
07:55the experience design.
07:56So we've really sort of grown in different directions, and I think that helps as well.
08:02Julie: Yeah, Brad is excellent at starting with a blank canvas and making
08:06something beautiful out of it, and amazing and wonderful and all the
08:09creative, conceptual work, versus
08:11that's not necessarily my strength.
08:14Lynda: Well, in this day and age, creating a company like yours,
08:19which is so distinctive and growing in a down economy, just congratulations to
08:24you, and thank you for being an inspiration to all of us.
08:26Julie: Thank you! Brad: Thank you! Appreciate it.
Collapse this transcript


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