Community within MILEs
In this article, we aim to understand community building and engagement within Massively Interactive Live Events (MILEs) using practical exercises. We’ll examine examples that consider factors like audience demographics, ease of interaction, event planning, visual appeal and feedback collection.
Community Styles
In this article, we discuss the fundamentals of community participation in Massively Interactive Live Events (MILEs). We explore different community styles, emphasizing the importance of choosing a style that matches the experience. We also discuss the limitations of chat-based communication and the benefits of incorporating non-verbal communication tools to create more engaging experiences.
Communal Experiences
In this article, we explore various communal experiences and their implications in the context of Massively Interactive Live Events (MILEs). We discuss the Village Fair as a classic participant experience, other contemporary digital gatherings, and virtual concerts as a communal digital event. Through examples, we derive insights into community building, levels of interactivity, engagement, and the transition from physical to digital spaces.
Engaging low interactivity users
This article will help you create engaging experiences for low interactivity users, providing tactics for interactive streaming developers.
Ideation in MILEs: Practical Exercise
Learn how to solve design issues for low-interactivity participants in interactive live experiences in this practical ideation process guide.
SDK 1.44 : Divide and Conquer.
Toolbox and SDK Installers As of the 1.44 release, we’ve divided distribution into two separated packages: Genvid Toolbox: This package allows you to deploy and control the resources required to run aMILE on a cloud infrastructure or locally, and is a prerequisite for installing the SDK. Genvid MILE SDK: This package contains the necessary components […]
Ideation in MILEs: A Process
Learn different ideation approaches for group or solo work. Focus on brainstorming, consensus, and prioritization for effective solutions.
Ideation in MILES: What to Look for
Discover how identifying opportunities and user motivations can create better building blocks for development, and how ideation can be utilized at various stages of product development. Read on for a simplified portrayal of product development and how ideation can be placed parallel to the production step. Also, explore the concept of “blue ocean” ideation and the criticality of thinking in terms of essential participant motivations in MILEs and interactive streaming. Finally, check out recommended resources before diving into how ideation can work with MILEs.
Genvid is proud to host two sessions at GDC 2023
On Thursday March 23rd at 11:30am join Stephan Bugaj, Genvid Chief Creative Officer as he walks through Five Reasons Players Hate Your Game Story and Five Tips to Fix That. Find out more here. On Friday March 24th at 11:30am join Shiaw-Ling Lai, Genvid Director of Production and Shawn Kittlesen, VP, Creative at Skybound as […]
How to Design an Interactive Live Experience: A Top-Down & Bottom-Up Approach
Welcome to article #3 in this three-part mini-series on Top-Down & Bottom-Up designing for interactive streaming and MILEs!
Bottom-Up & Top-Down Design – Interactive Streaming
Welcome to article #2 in this three-part mini-series on Top-Down & Bottom-Up designing for interactive streaming and MILEs!
Bottom-Up & Top-Down Design – A Baseline
The Genvid team is delighted to present this three-part article mini-series exploring the concepts of Top-Down and Bottom-Up design within the context of MILEs
Personas & Need-Fulfillment Tables
This last article in the mini-series is a little more workshop focused. The 1st part will look at the rationale behind the exercises, with the 2nd part containing the material examples you can use as references.
Spectrum of Interactivity & Levels of Commitment
One of the biggest edges of Genvid’s technology and MILEs are the ability to break the usual Play / Watch binary by creating a Spectrum of Interactivity that allows each user to live the experience they want in the way they wish. Creating a compelling experience for each user at their chosen level is of paramount importance.
The Four Viewer-Types Model
Thinking about viewers brings a more robust approach to designing around interactive streaming and MILEs.