A Collaborative Online Fiction, Which Explores the Opportunities For

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A Collaborative Online Fiction, Which Explores the Opportunities For The Memory Store: A collaborative online fiction, which explores the opportunities for participatory narrative experiences afforded by the shared space of the Internet. Sarah Haynes A thesis submitted in partial fulfilment of the requirements of Liverpool John Moores University for the degree of Doctor of Philosophy June 2019 Candidate’s Declaration form This form must be completed electronically and signed by the candidate. Please insert answers in the grey boxes or click on choose an item to select from the drop down lists available. Please note that the Doctoral Academy is unable to accept handwritten, incomplete or unsigned applications. THE CANDIDATE: Name: Sarah Haynes School: LSS Degree for which thesis is submitted: PhD Statement of related studies undertaken in connection with the programme of research (see Regulations G4.1 and 4.4) Viva Survivor - Building Blocks of Impact Concurrent registration for two or more academic awards (see Regulation G4.7) Either ☒* I declare that while registered as a candidate for the University’s research degree, I have not been a registered candidate or enrolled student for another award of the LJMU or other academic or professional institution. or ☐* I declare that while registered for the University’s research degree, I was, with: the University’s specific permission, a *registered candidate/*enrolled student for the following award. Material submitted for another award Either ☒ * I declare that no material contained in the thesis has been used in any other submission for an academic award or ☐ * I declare that the following material contained in the thesis formed part of a submission for the award of: (state award and awarding body and list the material below) Signature: Sarah Haynes Date: 10/06/19 Candidate) 2 Contents Abstract 5 Part One: The Creative Project 6 The Memory Store 8 The Contribution to the Field of Online Collaborative Fiction 9 Methodology 9 The Collaborative Process 11 The Stages of Production 13 Part Two: Thesis 15 Introduction 17 Chapter One 29 Wandering, linking, sharing; how digital technologies have affected the relationships between the reader, the writer and the text in the shared space of the Internet Chapter Summary 30 Technologies and practices of reading and writing 31 The characteristics of digital technologies 36 Journeys through textual space 41 The interactive reader in multimodal fiction 44 Explorations of hypertext spaces 50 The roles of readers and authors in a participatory culture 56 Collaborative Practice 59 Chapter Two 67 Random Access Memory; how the bricolage of the shared space of the Internet encourages, stores and presents society’s collective memory and individual’s private recollection 3 Chapter summary 68 Private Recollections and Collective Memory 70 Technology and Memory 79 Memory and the bricolage of the Internet 83 The Practice of Memory Capture 84 The Digital Memory Space 93 Memory as a Narrative Tool 97 Immortality and Impermanence Online 99 Chapter Three 104 Authoring an online narrative, The Memory Store; a reflection on the creation of a collaborative narrative experience afforded by the shared space of the Internet Chapter Summary 105 My Creative Project The Memory Store 106 The Memory Store – a Detective Fiction 107 Structure 117 Narrative Space 120 Collaborative Creation of a Storyworld 131 Critical reflection on collaborative writing projects 132 Collaborative practice and workshop Design 135 Conclusion 145 Appendix 152 Appendix A. Iterations of the site design 153 Appendix B. Chart of clues 163 Appendix C. Workshop documents and exercises 164 Tate Exchange 2017 workshop 172 Mix Digital 2017 workshop 176 Liverpool City Library workshop 177 Conference presentations, workshops & promotion 178 Appendix D. Chart of user statistics/User engagement online 180 Appendix E. The Button Jar 185 List of Illustrations 188 Bibliography 189 4 Abstract This practice-led thesis explores the opportunities digital technologies afford for writers to create online fictional spaces to share with readers. The research asks how might authors utilise the shared space of the Internet to offer collaborative narrative experiences? Part One of the thesis is a creative project, The Memory Store, http://thememorystore.org a hypertext, detective fiction, set in Liverpool in 2115, written with contributions from a hundred people. The work experiments with authorship as a collective experience in an online environment, considering ways in which we might collaboratively construct stories. This experimental project differs in its ambition from other collaborative online writing projects, such as MacGuffin (Comma Press and Manchester Metropolitan University, 2015) and Rainy City Stories (Openstories, 2008) by exploring methods to structure writing contributed by participants so that reading can flow from one writer to another with a narrative connection established by the site’s interface. Part Two of the thesis is a critical reflection that explores theories that have informed my creative practice. The research examines what Manovich described as ‘spatial wandering,’ (2001, p49) Nelson’s term ‘intertwingularity’ (1974, p29) and ‘the bricolage’ that Turkle (1995, p51) referred to in respect of the Internet, to approach conceptualisations of digital technology as spatial, creating environments through which readers navigate to interconnected experiences, facilitating exploration, encouraging participation, communication and sharing. The thesis also considers narrative space, detective fiction and the archiving of collective memory in online environments to support the development of the creative project. 5 Part One: The Memory Store Accessible at: http://thememorystore.org/ Best viewed on a computer in a chrome browser. 6 7 The Memory Store The Memory Store website is an original hypertext fiction written with contributions from a hundred people who participated in workshops and made entries directly online. This creative project tests the possibility of orchestrating mass user-contributed content into a single coherent narrative experience. It is an exercise in collaborative world building in the space of the Internet. The hypertext consists of an introduction, 25 lexia and 46 fictional news items written by myself (the author), a map of the fictional city (which incorporates user- submitted content), 10 manipulated photographs, a timeline of the history of Liverpool from 2008 to 2107 (which incorporates user- submitted content), 40 user-contributed short memories and 60 user-contributed lexia. The Memory Store is a detective fiction presented through the interface of an imagined future technology in which residents of Liverpool in 2115 store and share their memories. Jules Stewart, a Pattern Surveillance Officer (a detective), archives her memories of criminal investigations in the store and uses the memories of other residents as evidence, revealing a more complete picture of the city to help her solve crimes. The principle of the project is that everyone knows something and together we know everything and so cases can be solved collectively by utilising ‘the wisdom of crowds’ (Surowiecki, 2004). Readers are thus engaged in a fictional world that invites them to write their own text into the narrative, submitting memories of the lives of their own fictional characters, the residents of Liverpool in 2115, to assist with the investigation. The project was written and designed in stages so that Jules Stewart’s investigation by turn inspired and was affected by the contributions made by the project’s participants. 8 The Contribution to the Field of Online Collaborative Fiction Through the production of this participatory narrative I explore: • The possibility of producing a coherent narrative experience created by multiple authors; • The creation of a story world that orchestrates user submitted content to connect and reveal characters, locations and plot; • The role of authorship in a collaborative environment and the ways in which authors might inspire and orchestrate user submitted content to collectively tell stories; • Techniques of interface design and authorship (text and web) to create narrative cohesion between diverse content; • How the tropes of detective fiction might be deployed online in a multimodal environment to be explored by readers; • How the bricolage (Turkle, 1995) of the Internet might intertwingle (Nelson, 1974) content to generate collective histories from individual reminiscence. Methodology My ambition was to author (write and design) an online story space that encouraged and facilitated others to add their own fiction, which I would develop into a single coherent narrative. My research experimented with the role of author, generating and directing collaborations over the duration of the project, remaining open to opportunities, reacting to ideas and possibilities that working with others would reveal. I saw this as a user centered design process. I was looking to develop a form of fiction for both writers and readers and so wanted to work with writers to understand how this might work in practice. I adopted a prototyping approach, working iteratively in stages. Influential on my process were designers such as Bill Moggridge and his company Ideo who pioneered 9 user-centred design methodologies (now referred to as human centred design), which, ‘starts with getting to know the people we’re designing for,’ (Ideo, https://www.ideo.org/approach Accessed: October 2016). For me this meant working with writers from the start of the
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