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Robert Pratten
CEO
Twitter: @robpratten
http://conducttr.com
robert@tstoryteller.com
Creating Crucibles:
How to Design Transformative Experiences
Experience Is King
Transformative experiences
• Stress
• Opportunity for personal growth (Outside the comfort zone)
• Reflection
• Feedback to help new understanding
75% of training is WASTED
Source Deloitte research
Higher productivity
is only achieved if
employees know
how to effectively
apply knowledge
Online
Participatory Experiences
Collaborating
Competing
Commenting
Sharing
Exploring
Role-playing
Real Places
+42% increase in positive brand sentiment
Conducttr is an invisible “experience manager”
Learner at the centre
Conducttr listens
for events and
responds based
on the story and
game mechanics
created by the
experience
designer…
... publishing
videos; turning on
a light; vibrating a
bracelet, awarding
badges, sending
tweets…
What is Conducttr?
Selection of universities & colleges using Conducttr
Applications of Conducttr
Elaine Raybourne
Keynote Speaker
Conducttr Conference on Connected Learning,
London Oct 16th 2015
Multi-channel Learner and Instructor Interface
Real-time Interaction Engine (“trigger processing” system)
Authoring
System
Content
Management
Training Scenario After-Action
Review and
Analysis
Personas Narrative
Decisions Roles
Real-time
Feedback &
Instructor Input
Domain
Knowledge
Instruction
al Strategy
Experience
Tracking
Learner
States
Learner
Gains
Web, Mobile, Email, Social Media, SMS & Phone Calls, Wearables, NFC,
iBeacons, IoT, External systems
Learning
Record Store
Learner Data
Intelligent Training System
Learner Personalization
Individual Group Team
Everyone
Great for team
experiences:
• Information asymmetry
• Hidden profile
• Mixed messages
• Confirmation bias
• Inadequate information
Individual learner attributes
Creating a transformative experience
Experience
Pedagogical
Feedback & Assessment
Scaffolding
Training objectives Facts & procedures
Characters
Choices
Consequences
Narrative
Creating a transformative experience
Experience
Pedagogical
Memory
Engagement
Distributed practice (time)
Localized (place)
Multimedia
Resonant
Motivation
Personalization
Flow
Definition
• Requirements
• Goals
• Success Criteria
•KPIs, measurement
• Scope
•Countries, Territories,
Languages, Number of Audience
•Interworking with other
companies & technologies
•Timing & duration
•Budget
• Customer
Development
• Define the World
•Story, Experience, Premise,
Goals, Audience, Platforms,
Execution
• One Sheet
• Title, log line, call to action,
short synopsis
• Creative direction
• look & feel, tone, mood, age
rating, violence, language
• Team
• Risks
• Principal resources
• names and availability
• Principal creative
• Principal technical
development
• Inbound: Licensing &
copyrights
• Outbound: Franchising,
merchandising and licensing
• Community
• management, editorial,
legal
• Business Case
Design
• Define the story
•Premise, Themes, Characters, Locations,
Periods, Objects, Factions, Hierarchies
• Define the Experience
•Gaming, Role-playing, Exploring, Observing
• Define the Execution
•Timing, Events, Platforms, Pacing
• Write Synopsis
• Develop
Synopsis into Scenes
• Design the Engagement
• Design Interaction
• Platform-specific documentation
• Marketing Communications
• Series synopsis & arcs
• Future stories
• Media assets
•Video, audio, image, text, mobile, web
• Events & locations
• Merchandise
• Touchpoints
•Owned, Paid, Earned
• Languages, countries, geo-restrictions
• Capacity planning
• Controls
Delivery
• Design Operations
•Editorial & Legal processes,
Social media guidelines,
Community management,
Escalation
•Production
•Implementation & testing
• Audience building & community
outreach
•Marketing communications
• Advertising, SEO, paid Search,
Seeding, PR, Social media
•Launch
•Operations
•Metrics
Project Workflow
Define the
World
• Story
• Experience
• Audience
• Platforms
• Goal
• Execution
Define the
Story
• Premise
• Themes
• Characters
• Locations
• Periods
• Objects
• Factions
• Hierarchies
Define the
Experiences
• Goals
• Gaming
• Role-playing
• Exploring
• Observing
Define the
Execution
• Timing
• Events
• Platforms
• Pacing
What can we use
from the storyworld
to inform
participation?
What types of
activity will meet
our goals?
How are the
audience activities
realized?
Who is this for and
what are our goals?
Designing the Participatory Storyworld
Designing the Participatory Story
5. Write
synopsis
•Premise
•Themes
•Characters
•Conflict
6. Develop
Synopsis into Scenes
•Information revealed
•Character development
•Audience quests
7. Design the
Engagement
•Personalization
•Actions
•Teams
•Pacing
•Motivations
•Immersion
7. Design the
Engagement
•Personalization
•Actions
•Teams
•Pacing
•Motivations
•Immersion
6. Develop
Engagement into Scenes
•Information revealed
•Audience quests
•Character development
5. Write
synopsis
•Premise
•Themes
•Characters
•Conflict
8. Design the
Interaction
•Platforms
•Media
•Out-of-World
•In-World
•Block diagrams
•User Journey
• platforms
•phases
9. Design the
Operations
•Editorial process
•Legal process
•Social media
guidelines
•Community
management
•Escalation
•Metrics
Story-first approach
Experience-first approach
Choices & Challenges Learner Role & Tasks
Feedback & Reflection Data Input
• After-action Review
• Self-assessment
• Case notes // Diary //
• Group assessment
• Learning
• Process // Facts // Concepts // Behavors
• Feedback
• Score // Analysis // Consequences // Badges
• Mission brief
• Case data
• Manuals // Documents // Systems // Websites //
• Guides
• Tutorials // Instructions // Reference // Examples
• Decisions
• Consequences - escalating problems //
• Uncertainty
• Inadequate information // Mixed messages //
Confirmation bias // Hidden profile // Information
asymmetry
• Stress
• Threat to goals // Tension // Time //
• Social skills
• Collaboration // Negotiation // Persuasion // Confrontation
• Cognitive skills
• Recall // Comprehension // Application // Analysis //
Evaluation // Creation
• Roles
• Responsibilities // Constraints // Privileges // Agenda &
Goals
• Creativity
• Open-ended activities // UGC // Tools
Define the experience
Structure
Scheduled Content
2 hrs
Provides framework
and maintains pace
Interactive Content
Provides
interactivity and
personalization
Maintain a pace…
DP 1 DP 2 DP 3 DP 8
decision points
15mins 15mins
Mountain rescue
• Learning objective: What to do in the cold (method and facts)
• Solution: must keep warm & read weather reports
• Process knowledge:
– Determine scope of the problem
– Interpret the data
– Implement strategy to resolve the crisis
Mountain Rescue scenes
Chalet Outside In Car Drive Away
Go outside
Stay in chalet
Turn back with wood
Keep going
Scene characteristics
Heat loss
Risks
Resources
Options
Choices & Challenges Learner Role & Tasks
Feedback & Reflection Data Input
• Learning
• Process: assess situation/determine resources
• Facts: body response at different temperatures
• Feedback
• Body temperature updates (colder or warmer)
• Final report with comparison of choices against
expert advice
• Mission brief: opening phone call describes
dilemma
• Case data
• Chalet website
• Weather report email
• Guides
• Familiarity with choose-your-own-
adventure
• Decisions
• Change in body temperature
• Uncertainty
• Avalanche info
• Lack of visibility
• Stress
• (rapid) heat loss
• Keys don’t work? ;)
• Cognitive skills
• Understand the weather report
• Understand distance to safety
• Roles
• Guide a friend
• No power to take direct action
Mountain rescue characteristics
Heat map
Experience tracking
Experience tracking
Conducttr delivers engagement
• use real-life situations - strengthens
relevance and motivation, demonstrate
actual on-the-job benefits
• interactive, branching consequences -
provides multiple learning pathways and
relevancy
• Allows focus on doing rather than just
knowing - learner is an active participant
Real Life Branching Active
Gratitude
Be remarkable
Robert Pratten
@robpratten
http://conducttr.com
robert@tstoryteller.com

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How to Design Transformative Experiences

  • 3. Transformative experiences • Stress • Opportunity for personal growth (Outside the comfort zone) • Reflection • Feedback to help new understanding
  • 4. 75% of training is WASTED Source Deloitte research
  • 5. Higher productivity is only achieved if employees know how to effectively apply knowledge
  • 7. +42% increase in positive brand sentiment
  • 8.
  • 9.
  • 10. Conducttr is an invisible “experience manager”
  • 11. Learner at the centre
  • 12. Conducttr listens for events and responds based on the story and game mechanics created by the experience designer… ... publishing videos; turning on a light; vibrating a bracelet, awarding badges, sending tweets… What is Conducttr?
  • 13. Selection of universities & colleges using Conducttr
  • 15. Elaine Raybourne Keynote Speaker Conducttr Conference on Connected Learning, London Oct 16th 2015
  • 16. Multi-channel Learner and Instructor Interface Real-time Interaction Engine (“trigger processing” system) Authoring System Content Management Training Scenario After-Action Review and Analysis Personas Narrative Decisions Roles Real-time Feedback & Instructor Input Domain Knowledge Instruction al Strategy Experience Tracking Learner States Learner Gains Web, Mobile, Email, Social Media, SMS & Phone Calls, Wearables, NFC, iBeacons, IoT, External systems Learning Record Store Learner Data Intelligent Training System
  • 17. Learner Personalization Individual Group Team Everyone Great for team experiences: • Information asymmetry • Hidden profile • Mixed messages • Confirmation bias • Inadequate information
  • 19. Creating a transformative experience Experience Pedagogical Feedback & Assessment Scaffolding Training objectives Facts & procedures Characters Choices Consequences Narrative
  • 20. Creating a transformative experience Experience Pedagogical Memory Engagement Distributed practice (time) Localized (place) Multimedia Resonant Motivation Personalization Flow
  • 21. Definition • Requirements • Goals • Success Criteria •KPIs, measurement • Scope •Countries, Territories, Languages, Number of Audience •Interworking with other companies & technologies •Timing & duration •Budget • Customer Development • Define the World •Story, Experience, Premise, Goals, Audience, Platforms, Execution • One Sheet • Title, log line, call to action, short synopsis • Creative direction • look & feel, tone, mood, age rating, violence, language • Team • Risks • Principal resources • names and availability • Principal creative • Principal technical development • Inbound: Licensing & copyrights • Outbound: Franchising, merchandising and licensing • Community • management, editorial, legal • Business Case Design • Define the story •Premise, Themes, Characters, Locations, Periods, Objects, Factions, Hierarchies • Define the Experience •Gaming, Role-playing, Exploring, Observing • Define the Execution •Timing, Events, Platforms, Pacing • Write Synopsis • Develop Synopsis into Scenes • Design the Engagement • Design Interaction • Platform-specific documentation • Marketing Communications • Series synopsis & arcs • Future stories • Media assets •Video, audio, image, text, mobile, web • Events & locations • Merchandise • Touchpoints •Owned, Paid, Earned • Languages, countries, geo-restrictions • Capacity planning • Controls Delivery • Design Operations •Editorial & Legal processes, Social media guidelines, Community management, Escalation •Production •Implementation & testing • Audience building & community outreach •Marketing communications • Advertising, SEO, paid Search, Seeding, PR, Social media •Launch •Operations •Metrics Project Workflow
  • 22. Define the World • Story • Experience • Audience • Platforms • Goal • Execution Define the Story • Premise • Themes • Characters • Locations • Periods • Objects • Factions • Hierarchies Define the Experiences • Goals • Gaming • Role-playing • Exploring • Observing Define the Execution • Timing • Events • Platforms • Pacing What can we use from the storyworld to inform participation? What types of activity will meet our goals? How are the audience activities realized? Who is this for and what are our goals? Designing the Participatory Storyworld
  • 23. Designing the Participatory Story 5. Write synopsis •Premise •Themes •Characters •Conflict 6. Develop Synopsis into Scenes •Information revealed •Character development •Audience quests 7. Design the Engagement •Personalization •Actions •Teams •Pacing •Motivations •Immersion 7. Design the Engagement •Personalization •Actions •Teams •Pacing •Motivations •Immersion 6. Develop Engagement into Scenes •Information revealed •Audience quests •Character development 5. Write synopsis •Premise •Themes •Characters •Conflict 8. Design the Interaction •Platforms •Media •Out-of-World •In-World •Block diagrams •User Journey • platforms •phases 9. Design the Operations •Editorial process •Legal process •Social media guidelines •Community management •Escalation •Metrics Story-first approach Experience-first approach
  • 24. Choices & Challenges Learner Role & Tasks Feedback & Reflection Data Input • After-action Review • Self-assessment • Case notes // Diary // • Group assessment • Learning • Process // Facts // Concepts // Behavors • Feedback • Score // Analysis // Consequences // Badges • Mission brief • Case data • Manuals // Documents // Systems // Websites // • Guides • Tutorials // Instructions // Reference // Examples • Decisions • Consequences - escalating problems // • Uncertainty • Inadequate information // Mixed messages // Confirmation bias // Hidden profile // Information asymmetry • Stress • Threat to goals // Tension // Time // • Social skills • Collaboration // Negotiation // Persuasion // Confrontation • Cognitive skills • Recall // Comprehension // Application // Analysis // Evaluation // Creation • Roles • Responsibilities // Constraints // Privileges // Agenda & Goals • Creativity • Open-ended activities // UGC // Tools Define the experience
  • 25. Structure Scheduled Content 2 hrs Provides framework and maintains pace Interactive Content Provides interactivity and personalization
  • 26. Maintain a pace… DP 1 DP 2 DP 3 DP 8 decision points 15mins 15mins
  • 27.
  • 28. Mountain rescue • Learning objective: What to do in the cold (method and facts) • Solution: must keep warm & read weather reports • Process knowledge: – Determine scope of the problem – Interpret the data – Implement strategy to resolve the crisis
  • 29. Mountain Rescue scenes Chalet Outside In Car Drive Away Go outside Stay in chalet Turn back with wood Keep going Scene characteristics Heat loss Risks Resources Options
  • 30. Choices & Challenges Learner Role & Tasks Feedback & Reflection Data Input • Learning • Process: assess situation/determine resources • Facts: body response at different temperatures • Feedback • Body temperature updates (colder or warmer) • Final report with comparison of choices against expert advice • Mission brief: opening phone call describes dilemma • Case data • Chalet website • Weather report email • Guides • Familiarity with choose-your-own- adventure • Decisions • Change in body temperature • Uncertainty • Avalanche info • Lack of visibility • Stress • (rapid) heat loss • Keys don’t work? ;) • Cognitive skills • Understand the weather report • Understand distance to safety • Roles • Guide a friend • No power to take direct action Mountain rescue characteristics
  • 32.
  • 35. Conducttr delivers engagement • use real-life situations - strengthens relevance and motivation, demonstrate actual on-the-job benefits • interactive, branching consequences - provides multiple learning pathways and relevancy • Allows focus on doing rather than just knowing - learner is an active participant