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	<title>Comments on: Commissioning for Attention Part 2 &#8211; Getting Attention</title>
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	<description>Looking for a cure for inertia since 1972</description>
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		<title>By: Matt</title>
		<link>http://test.org.uk/2009/03/31/commissioning-for-attention-part-2-getting-attention/#comment-447</link>
		<dc:creator><![CDATA[Matt]]></dc:creator>
		<pubDate>Tue, 07 Apr 2009 12:31:49 +0000</pubDate>
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		<description><![CDATA[This really gets to the heart of the challenges facing storytelling/storyworlds in terms of &#039;streams not sites&#039; (and the non-linearity, and looser context associated with this), and attention/time versus the on-demand voraciousness of media consumption online.

I agree these models/principles are still emerging, and not clearly being defined - but this makes it more important that the &#039;networked creator&#039; takes responsibility for the storyworld UX, that doesn&#039;t automatically fit into neat default format. I&#039;m currently forming a presentation on &#039;The Networked Creator&#039; that looks at some of these principles - thanks for a pair of posts that definitely inform it.]]></description>
		<content:encoded><![CDATA[<p>This really gets to the heart of the challenges facing storytelling/storyworlds in terms of &#8216;streams not sites&#8217; (and the non-linearity, and looser context associated with this), and attention/time versus the on-demand voraciousness of media consumption online.</p>
<p>I agree these models/principles are still emerging, and not clearly being defined &#8211; but this makes it more important that the &#8216;networked creator&#8217; takes responsibility for the storyworld UX, that doesn&#8217;t automatically fit into neat default format. I&#8217;m currently forming a presentation on &#8216;The Networked Creator&#8217; that looks at some of these principles &#8211; thanks for a pair of posts that definitely inform it.</p>
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