Those of you who are looking to make a career in
Instructional Designing, we would like to give you a snapshot of how well you
can draft an idea/ brief storyboard for various devices and formats (book,
online material, television shows). Below is an example for an interactive
storybook.
Background: Danger
Mouse is a British children's animated television series which was produced by
Cosgrove Hall Films for Thames Television. The project objective is to create
an interactive flip book for the character. What is the big idea?
Research: To
create an interactive book, one must include activities. Please do note –
Interactivity is a two-way communication process. The best way a book can
interact with the reader is by providing activities. However, before
constructing an activity, the designer must include an introduction, the body
text, images and activities.
Solution: The
best solution that one of our colleagues in Solly Labs could come up to build an
interactive book is as below. This was presented to the marketing team to
understand how best the idea could work. The brief
Objective of the
interactive book
An Interactive book for Children
} Danger
Mouse – A plush version of their favorite character (Danger Mouse) who is going
to wink, smile and talk to them.
} Avatar
- They can adorn the costume of the Danger Mouse (with the eye patch) and walk
through all the crime scenes.
The Big Idea
} Colonel
K informs Danger Mouse and Penfold that Greenback has conquered the moon and is
trying to jam all the communication. So, the heroes pack their weightless boots
and jump into the Spacehopper to head for the moon. (Source: The TV
Archaeologsit)
Chapter
2 – The Story
} On
their journey to the moon,….
Note: The entire story can be narrated. This is the body of the
document.
} User
can upload their picture and explore the setting of the story.
} Jigsaw
Puzzle - Help Danger Mouse and other characters to put them back together
This is a sample of an interactive flip book. While building
the idea, one must also place an eye for the controls that each of the
chapters/ sections can demonstrate. And, they must also place an emphasis on
the various devices that the flip book can be played on – iPAD, mobile phones,
PCs and notebooks. An instructional designer must always stay grounded on these
basic pre-requisites and build a creative idea (as mentioned above).
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