Revive Interactive: Documentation
Revive Interactive: Documentation
Lark Spartin
CULT 400M
8 April 2020
with the same title, that follows the stories of the women who participate in a breast cancer
reconstruction group every month at the Okanagan Surgical Centre in Kelowna, BC. The purpose
of reVive is to highlight this group of women and their stories, promoting further understanding of
a women’s relationship with their body, especially after loss of a body part that is culturally coded
as a symbol of sexuality and femininity. The content of this project is sensitive, and with most of
the world’s communication tools transferring to primary digital media and a more distracted
public, I wanted to explore the role of affect in digital storytelling materials and the possible benefit
of interactive documentary over linear documentary. The inclusion of design features to help
showcase content and understanding through form, added affordance of interactivity and choice,
researched interactive modes and active feedback functions, collectively helped me to position
reVive as a superior affective space, and cultivate a deeper relationship between the viewer and
I am a Media Studies major, studying visual arts and computer science, with an emphasis
on trying to integrate these two realms of study and produce digital media. In my quest to create
an interactive documentary version of reVive, I first sought out to find a platform that could provide
a visual interface, which could build off artistic traditions of documentary and its cinematic tropes.
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I settled on using Eko Studio, a toolbox where you can drag in video clips and visually make
connections between them to create a non-linear story. It includes a drag and drop interface,
customizable code, and allows distribution on major platforms. You can further customize your
HTML-5 Interactive video using the Eko developer API if you choose, where you can use Eko’s
Javascript library to manipulate video stream data, create variable-based decisions, custom UI
of the women and understanding their story. This laid a good foundation when trying to create an
interactive version, because I could fully focus on cultivating compassionate understanding in the
form using visual design features. I took inspiration from The Space We Hold, an interactive
documentary from the National Film Board of Canada, that looked at how to keep content at the
front of viewers minds through interactive design choices. This idoc highlights the stories of three
‘comfort women’ (sexual slaves) for the Japanese Imperial Army during World War 2. At this
time, over 200,000 young girls were separated from their families to be beaten and raped by
Japanese soldiers (Bowen, par. 1). This documentary has very sensitive content, so I was inspired
by how they used the form of idoc to actively bring the user into the story and make stories from
70 years ago still feel genuine and relevant. Bowen Sun, in her article The Space We Hold- How
to make modern audience listen to the past?, explains how the idoc asks for “the audience’s
constant engagement, both physically (through holding the space bar on the keyboard) and mentally
(through adding comments after each story)” (par. 4). The holding down of the space bar allows
audience members to take a break if needed, but also works to weed out the preferred viewers. Only
those who make a concerted effort to stay and listen will hear the story, which contributes to the
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argument of the documentary, and the warning of needing to “hold the space” to hear these stories.
The pairing of form and content contributed to making meaning in this idoc.
Janet H. Murrays Not a Film and Not an Empathy Machine, speaks about how to employ
empathy in VR. While I am not using VR, it is a similar medium to interactive documentary with
some of the same capabilities. She notes that “empathy is not something that automatically happens
when a user puts on a headset” (par. 10), and similarly, empathy cannot just exist because elements
have transitioned to an interactive form. Murray gives an example from the work Gender Swap
from BeAnother lab, that looking down and seeing breasts will not give males sudden insight into
the experience of females (par. 12). She goes on to give examples of a VR game that allows users
to watch a man struggling with lifting a heavy relief package that has been dropped from the sky,
stating that VR can place us in the moment and highlight “our inability to reach out to a particular
assistance to the hungry refugees” (par.15).This placed VR as a more affective medium than linear
platforms, because it allows viewers to understand and feel empathy in the present moment,
examples are less important than the fact that VR, a medium similar to interactive documentary,
has affordances than can place it as being more affective than linear documentary.
Kate Nash, in her article Modes of Interactivity: Analysing the Webdoc, expands on the use
giving an example from Highrise: Out my Window, saying “the grey dilapidated exterior contrasts
with the warm, colourful interiors (that illuminate on rollover) to support the documentary’s thesis:
that in spite of their ugly exteriors, high-rise buildings are spaces of creativity and community”
(202). Nash goes on to agree that interactivity is an important element in establishing empathy,
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explaining the integral role the viewer has in determining the temporal order of the film when she
says, “the documentary maker structures into the text specific opportunities for interaction that
impact on the relationships between elements. Viewed in this way, interactivity is a key element
of the webtop’s structure and, therefore, meaning” (203). I integrated this use of design features to
showcase content within form, and used the added benefit interaction to evoke empathy on one of
the first screens of reVive. The screen asks the viewer how old they are, and gives three options to
click: Under 40, Between 40 and 60, and Over 60. Depending on which button is clicked, the
viewer is shown a story that is told by someone around the same age as what they selected. Erin,
who is 35, roots her age in her choice, talking about her initial drawbacks of breast reconstruction,
the lack of prior family history, how she enjoyed her ‘new pair’ of breasts, and how she wanted to
feel normal in participating in activities with her children. Amberlee, who was diagnosed at 43,
mastectomy/reconstruction, but how she didn’t want to always worry or wonder if her cancer was
going to come back. She does state some of the scarring and hurdles that could occur but talks
about how reconstruction simply gave her the confidence to keep going. She says that breasts are
a part of our sexuality, motherhood, and identity, and overall, takes a more traditional, realistic
approach. Christine, representing the ‘Over 60’ age demographic, gives a more light-hearted
approach, saying she is still too young to just give up. She does talk about the trauma of it, and not
feeling like she had time to mourn the loss of her old breasts, but her attachment to the breast
wasn’t the major thing. It was just looking and feeling normal, and not doing it for someone else,
but for herself, at that point in her life. This design feature and linking a viewer’s personal
characteristics to a particular narrative, attempts to produce a story that resonates with the viewer
and the issues that they too face at certain ages. The basic challenges spoken about, such as having
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children or ideals of beauty, are similar to many other women’s challenges, yet these stories
position those challenges in the context of loss and healing. This also furthers a key argument in
reVive: no matter what age you are, there are multitudes of reasons for why women choose to
reconstruct their breasts after cancer. Overall, regardless of the age that is chosen, reVive tries to
promote reconstruction as a helpful operation. This choice is one that a user may not get to make
in linear documentary. In the linear version of reVive, all the women’s stories were interlaced, and
with time constraints, there was not enough time to go as in-depth into each story. This means
viewers might not see a piece of relatable information, or if the first few clips weren’t intriguing,
they might not get to information that resonates with them. It is almost impossible to structure
information where the first few clips will resonate with all different types of users. For instance, a
60-year-old woman might not have as much to gain by watching a 30-year-old’s story, if that story
is all about having young children and how this effects their choice. In interactive documentary,
the viewer takes an ‘active role’, and as Aston and Gaudenzi explain, “the ‘moment of truth’ is in
the hands of the audience” (2012, 126), meaning that no longer will viewers just be passive and
interpret what they are seeing as it unfolds, but they can be apart of constructing an experience that
is meaningful to them. Viewers watching reVive, some who have been diagnosed with breast
cancer themselves, can potentially feel more control within this medium, as many of them feel a
It could also be argued that giving the viewer more ability to navigate and explore, and
taking the ‘composer’ role away from the director, makes it harder to showcase a specific argument,
as well as position an interactive documentary as more affective than linear documentary. As most
of us understand from watching linear films, the shots edited together in a specific way, and their
relation to each other is a large part in what cultivates this meaning and emotional response from a
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viewer, as seen in the Kuleshov experiments. In Adrian Miles article, Interactive Documentary
and Affective Ecologies, he introduces the idea of the ‘Affective Image’, a concept introduced by
Deluze, which could be a potential solution to the lack of control a creator has in the interactive
documentary realm. Deluze further situates the affective image within the perception image and
action image, or the model known as ‘Notice, Decide, Do’ (Miles 23). The perception image (the
‘noticing’) is referring to the camera’s ability to choose what to shoot. In turn, the action image
(the ‘doing’) is always a response to what is being seen. The affective image is the space in between
these (the ‘deciding’), and the shots that expand the time of decision between perception and
action. An example of the affective image in linear film is the close-up shot, which serves to slow
action, like the Mexican stand off in “The Good, The Bad and The Ugly” made in 1966. Miles also
cites Nichols, who states that traditional documentaries use the affective image by representing
arguments and ideas rather than action and use the interval between perception and response to
poetically reflect (Miles 22). These in-between spaces become a more crucial part in creating
empathy in interactive documentary, because it is the one part that the creator of the interactive
documentary can control. Miles argues that this in-between ‘deciding phase’ is what helps users
understand and extend the work into the world (24, 26). He puts importance on widening this
interval, and straying away from an action image template, like a first-person shooter game, where
decisions are made quickly, because it “risks diluting the significance of online documentary” (26).
I infused the concept of the ‘Affective Image’ with the added affordances of interactivity into the
design feature of allowing the viewer to choose their age in reVive. These first videos attempt to
connect with the viewer right away by establishing common personal characteristics. This makes
the order of the video clips less important, as the in-between space is where ideas and arguments
Another way I wanted to encourage empathy and affect was by studying para-social
relationships. Horton and Wohl’s article, Mass Communication and Para-social Interaction:
a “simulacrum of conversational give and take” (215), usually taking place between viewers and
interaction where the TV viewer functions as a consumer being advertised to (217). Regardless of
how this has been employed in the past, it is interesting to note the possibility that these para-social
interactions can exist and be comparable to real social interaction in television viewer’s eyes. This
led me to similarly try to structure personas in reVive, hopefully in a less manipulative way. On
the main menu screen, I wanted to show a video clip of each of the women, instead of just a button
with a name. The user is very likely to see this, as the menu page is triggered anytime a viewer
wants to watch another story. First impressions are made almost instantaneously, so the short video
of each woman served to create their persona and encapsulate the emotion of their story through
body language and facial expression. For instance, characters like Paula and Rana have an overall
more serious facial expression, which links to the tone of their stories, whereas characters such as
Julie, Amberlee, and even Rachelle have a more cheerful tone. This is a feature that could not be
employed in linear documentary, or if it was, it could not give the viewer choice to skip directly
to the story they are interested in. In linear documentary, a viewer is forced to watch what is
displayed in front of them, which could lead to boredom or distraction if the viewer doesn’t
resonate with the information. Interactive documentary, on the other hand, can persuade a user to
choose the story they would like to watch, and possibly create a type of para-social relationship
between the woman on screen and the viewer. Horton and Wohl state the only criteria for this
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relationship is that the persona can be integrated into daily life, dependable, and be counted on
(216), so I made sure to frame the stories as a personal account, rather than just showing
information, to provide the viewer with a persona that met this criteria.
Throughout the creation of the interactive version of reVive, I incorporated other elements
that further helped to establish the interactive documentary medium as superior to creating affect
through the promotion of a greater sense of freedom. Traditional documentaries usually require a
hefty time commitment, making it easy for viewers to feel stuck. Similar challenges can occur in
interactive documentaries, especially those that have been adapted from linear documentaries.
Waterlife is an example of an idoc that has an overwhelming breadth of information. In this vein,
I attempted to keep each story under 8-10 minutes, to make sure not to overload viewers with
information. Moreover, once you click on a specific story in Waterlife, there is no way to tell how
long the story will take. So, even if this information is affective and relatable, it does not win out
against linear documentary because there is no way to measure progress, which can be distracting
to the viewer. Due to shrinking modern attention spans, if a user is not immediately intrigued, they
are likely to exit out of the whole idoc rather than taking time to search for something that they do
resonate with. In reVive, I incorporated two buttons to pop up on screen after approximately one
minute - ‘Exit’, and ‘Watch Another Story’, as well as a progress bar, to allow viewers to focus in
on the story without these external worries. Viewers now have access to one particular element
that is not available in linear documentary- if they immediately don’t find a connection with the
material, they have an opportunity to find a story that they do connect with. In The Living
by Sandra Gaudenzi, different modes of interaction and how they position users in interactive
documentary are explored. The Hypertext (hitchhiking) mode refers to the user being able to
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explore many pre-established paths. This can be linked to the metaphor of hitchhiking, ‘where one
starts a ride with someone and continues with another one’ (47). Some could see this as a downside,
of trying to entice a user to potentially not interact with as much of the story as they could have in
a linear fashion by providing different options. However, I see this as an upside. If a viewer is truly
interested, this hypertext ability provides potential for them to interact with more affective
information that will resonate with them, rather than making viewers watch a quantity of videos
that they may deem useless. When a user feels trapped, as they could in linear documentary, it is
harder to create genuine empathy. Generating this feeling of affect between viewer and material is
intangible- creators can’t possibly create a single linear film that can represent the most optimal
structure that resonates with the greatest amount of users, as they have no way to guess how a user
may react. Giving users ability to seek their own genuine connections with freedom of choice gives
more than one single opportunity to create affect. Gaudenzi goes on to say that these interactive
modes are what help the viewers learn about the arguments in the work, and not necessarily the
In Gaudenzi’s article, Aarseth (who was one of the first theorists of digital non-linear
narratives), was cited, along with his coined Active Feedback Functions (46). These functions are
documentary. When looking at non-linear narrative, these include the explorative function (the
user deciding which path to take), the role-playing function (taking on a character in that space,
usually yourself), the configurative function (users creating or designing part of the narrative), and
the poetic function (the user’s actions, dialogue or design are aesthetically motivated) (46). In
reVive, the explorative function can be seen in the ability for the user to jump between stories and
choose what information to interact with, and can be linked to as the previously mentioned
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hypertext mode. As for the roleplaying function, reVive visits this criteria a bit more intangibly, as
the documentary is not literally a game with avatars or customizable characters. Although reVive
is intended to have an informative element to it, in the sense of making women aware of their
options when it comes breast reconstruction and giving an option on the menu to explore ‘The
Group’, it strives to position itself in its anecdotes as making a viewer feel as if they are having a
conversation with a friend or a sister, instead of having a conversation with a doctor. Because of
the tone of the documentary, and it’s sharing of more personal topics, it may not be explicitly
giving the viewer a character, but it is positioning them as an invited viewer, rather than an
outsider, connecting them one-on-one with someone they could potentially relate to. You are no
longer just a viewer, but a privileged friend engaging in conversation. The viewer is taking on a
role as an invited viewer in the space: a friend, a family member, or a fellow breast cancer survivor,
rather than just a student. The tone of the stories provides the viewer with a situated character to
take on.
Moving to the configurative function, while users cannot explicitly design or create the
narrative they are viewing, they are encouraged to share the idoc and add their own story at the
end. This takes the story out of the idoc space and makes it real, allowing viewers to append their
own thoughts. Users can perform their own close reading of the material in another platform,
creating their own version and opening discussion. In this version of reVive, when thinking about
the poetic function, I kept the interface fairly non-intrusive, added visual aids to the stories such
as photos, and employed interactive design properties to showcase content within form and further
key arguments. In a future iteration of this project, I would like to dig deeper into creating a more
aesthetically and poetically motivated journey by incorporating visual metaphor when it comes to
linking this form to content. These active feedback functions from Aarseth were a great blueprint
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in establishing affect in reVive, and positioning it as unique, if not more successful, at establishing
affective form that can inspire empathy are: design elements that showcase key concepts and
arguments within the medium’s structure, interactivity that informs meaning, the use of the
interactive modes and active feedback functions. Through integrating these into reVive, I built a
superior affective space, and cultivated a greater, more personal connection between viewer and
material.
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Works Cited
Sun, Bowen. “The Space We Hold - How to Make Modern Audience Listen to the Past?” Medium,
audience-listen-to-the-past-c69f5e4243a2.
Murray, Janet H. “Not a Film and Not an Empathy Machine, by Janet H. Murray.” Medium,
48b63b0eda93.
Nash, Kate. “Modes of Interactivity: Analysing the webdoc.” Media, Culture & Society, vol. 34,
outmywindow.nfb.ca/.
elementsofcinema.com/editing/kuleshov-effect.html.
doi:10.1080/00332747.1956.11023049.
Gaudenzi, Sandra. 2013. The Living Documentary: from representing reality to co-creating reality
London [Thesis]