Suzanne Stefanac, Nick DeMartino, AFI Digital Content Lab
Tomorrow and Friday (November 8th-9th), the American Film Institute
Digital Content Lab will hold its annual interactive media showcase,
the AFI DigiFest (formerly known as the AFI Digital Content Festival),
at the Academy of Motion Picture Arts and Sciences' Linwood-Dunn
Theater in Hollywood.
The first day of the DigiFest will feature a series of curated
presentations that highlight noteworthy digital productions from around
the world that debuted over the past year. The presentations will
include a preview of "Quarterlife," a new broadband video series from
"thirtysomething" creators, Edward Zwick and Marshall Herskovitz, that
will premiere on MySpace.com on November 11th. The preview will be
presented by Herskovitz himself. Other presenters will include winners
of the 2007 Primetime Emmy Awards for Interactive Television, Current
TV's president of new media, Joanna Drake Earl, and "Fallen Alternate
Reality Game" creator, Matt Wolf.
The DigiFest's second day will feature five new prototypes that have
been incubated in the Digital Content Lab (note: the prototypes were
all conceived and produced at the Lab in collaboration with mentors
drawn from high-profile interactive design and production companies):
an online video platform and citizen journalist toolkit for PBS's
weekly investigative news program, "Now"; a strategy for retaining
viewer interest during ads in a DVR environment, that was developed
for Bravo's "Top Chef"; a multiplatform, interactive social network
for "Players," a new documentary about video game fans that is being
produced by MTV, EA and Mekanism; a pilot for an original dramatic
machinima series, created within a 3D game engine; and a user-generated
film contest, dubbed "Filmocracy," that was developed for ITVS. (Note:
the full line-up of AFI DigiFest presentations and showcases is
available here.)
The Digital Content Lab's new director, interactive TV industry veteran
Suzanne Stefanac, and the Lab's founder, the AFI's SVP of media and
technology, Nick DeMartino, recently spoke to [itvt]'s Tracy Swedlow
about the upcoming DigiFest, about a new multiyear sponsorship deal
the Digital Content Lab has secured with the Corporation for Public
Broadcasting, about current trends in interactive media, about the
ongoing importance of storytelling, about future plans for the Lab,
and much more. The transcript of that interview is below, together
with audio clips from an earlier interview with Stefanac, in which
she discussed, among other things, her background in interactive TV
and her plans for the Digital Content Lab.
[itvt]: Nick, you were responsible for hiring Suzanne, correct? Could
you tell us a little bit about the events leading up to that decision?
DeMartino: I literally was a day back from my vacation a year ago last
August, and [former AFI Digital Content Lab director] Marsha Zellers
called and said, "I need 10 minutes of your time." I said, "I'm really
jammed up today. I'm just back from vacation. Can we have lunch on
Friday and catch up?" She said, "No. We can't." And I thought, "Oh
God!"
So anyway, she let me know that she'd made plans to move on, and she
gave me a fair amount of notice--maybe five or six weeks. But even so,
I spent the whole weekend kind of bummed out. Even though we have
a headhunter and could have gone that route and advertised the
position, the thought of spending my fall sifting through resumes of
various people who may or may not have had something to offer, but
who wouldn't necessarily "get" what we're trying to do here, made me
nauseous.
Then I thought of Suzanne, who for years has been a supporter of what
we're doing at the Digital Content Lab, and I realized that she would be
the perfect person for the job. As I recall, I actually called her from a
nail salon where I was getting a manicure, and I said, "I want you to
take the job." She happened to be packing her truck for Burning Man,
and her reply was, "And move from San Francisco?" And, even though
she said that she probably wouldn't want the job, she promised me that
she'd at least think about it, and told me she'd get back to me with a
decision when she got back from Burning Man in 10 days' time.
So a couple of weeks later, I had to go up north for a project that I was
working on in Sonoma County, and I called her on my way back from
there to see what her decision was. She said, "I've thought about it and
I'm prepared to talk to you." So I drove to her house, we went out to
dinner, and she accepted the job. I ended up staying over on her couch,
and the next morning we were on the phone with HR, and two weeks
later she started the job.
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Stefanac: It's nice to have a good relationship with your new boss.
We've been good friends for some time, really.
DeMartino: More than 10 years. As I recall, we met because of
MacWorld. She was at MacWorld magazine, and I was involved with
the MacWorld conference because of AFI's relationship with Apple in
the early '90's. We both served on a program advisory committee for
the conference, and we went on several retreats, which deepened our
friendship.
Stefanac: We bonded.
DeMartino: Yes, we bonded. I can tell you that, over the years, every
time I faced a challenge at the AFI--for example, launching our Web
site, redesigning our Web site, figuring out what to do with streaming
video--a cup of coffee in Yerba Buena Gardens with Suzanne would
solve all of my problems. That must have happened at least five times.
She was always two years ahead of everybody else in figuring out what
was going on. And she was always working with the smartest people:
she'd always have some referral who would save my ass on some
project or another. Well, this time, she saved my ass herself, big time!
Of course, the best part of all this was when we made the
announcement and I began telling people that she'd agreed to do it.
Everybody's response--to a person--has been, "How perfect! You lucky
SOB!"
[itvt]: Suzanne, you've been involved as a mentor with the Digital
Content Lab--and with its predecessor, the Enhanced TV
Workshop--from day one, correct? Could you tell us about some of the
projects you've worked on there?
Stefanac: Yes. From the beginning. The first project I worked on was
"Expedition 360" in 1999. It was an early broadband video app that
followed Jason Lewis as he pedaled and otherwise circumnavigated the
globe. The prototype involved real-time video and included viewer
feedback. That kind of forward-thinking won me over, and I just kept
signing up for projects. I loved how the "Extreme Rides" project used
roller coasters to teach physics. "Blind Date" explored the then-new
world of reality TV. "American Family" was a two-screen solution that
married an active online community to an ongoing televised narrative. I
first fell in love with Jon Stewart working on a "Daily Show" app.
"Accordion Dreams" brought zydeco to the PlayStation. We also came
up with a fantasy game for viewers of Turner Classic Movies and a
fresh take on pledge drives for PBS. The "Dora the Explorer" project
for Nickelodeon used simple remote control actions to make the show
interactive for preschoolers. The last project I worked on as a mentor
was "Unlocking Movie Assets," with lawyers and executives from
three major networks all trying to figure out how to normalize metadata
for movies. Wow! I'm sure I'm forgetting some projects I somehow
participated on. I know that during one cycle, I was actually on four
separate teams.
In the end, I just kept coming back--even though each project required
a fair amount of work--because I always walked away smarter. Plus,
over the years, the mentor community started to feel like a family.
Coming back for the various events was always something I looked
forward to.
[itvt]: Did the thought ever cross your mind that one day you might run
the Digital Content Lab?
Stefanac: In all honesty, as much as I loved the Lab, and was grateful
for the opportunity to continually spread my wings there, and to meet
new brilliant people, and to just get smarter as a consequence, the fact
that it was in Los Angeles made it difficult for me to imagine that I
would ever run it. I had never even owned a car--which was really the
biggest hurdle. But after Nick first talked to me about running it and I
thought about it for a few days, the idea just became more and more
exciting to me.
[itvt]: So you were thinking all this through out at Burning Man?
Stefanac: Yes. I spent 10 days out there completely off the grid. There's
no email and no phone, and it's very separate from the rest of the world.
I actually think that being away from my home in San Francisco made
it easier for me to come to terms with the idea of leaving everything
and moving to LA. I'm not sure I could have made the decision to move
if I had been at home, whereas when I was on this very alien piece of
turf--a giant stretch of salt flat--it put everything in stark contrast, and it
just seemed like a good idea. And, of course, it has been a good idea.
[itvt]: You've been heading up the Lab for a few months now. Have
you had a chance to leave your mark on it?
DeMartino: Can I answer that? No matter how good any team is--and
we've had some wonderful people associated with the program over a
number of years--any time you have someone as smart as Suzanne
coming in and taking a hard look at everything, it results in some really
great changes. If I were to pick one thing that summarizes the
difference she's made so far, it's that she is so ambitious for the goals of
the Lab's projects that she goes out and really gets all kinds of people
involved. She's very aggressively gone after new mentors that never got
involved before, but that have a huge amount to offer. Under her
leadership, we've really been very successful in the sponsorship area,
closing deals with Adobe and IBM. And--this may be a scoop--we are
about to execute a multi-year relationship with the Corporation for
Public Broadcasting.
[itvt]: Didn't you already have a relationship with CPB?
DeMartino: Yes, but it was always on a year-to-year basis. What
Suzanne has secured is a long-term commitment for the AFI to serve as
an R&D facility in support of public broadcasting--so something quite
different from the usual one year deal that might or might not be
renewed.
Stefanac: The stability that a multi-year sponsorship offers will allow
us to more appropriately nurture relationships with public television
stations and producers, and to come up with prototypes and other
projects that support the overall vision for the sector. There's an
increased commitment to multiplatform solutions within PBS, and we
look forward to helping identify solutions that allow producers to better
engage with their viewers via interactive television and broadband.
[itvt]: Why do you think they decided to commit to a longer-term
relationship?
DeMartino: I think it had to do with the fact that public broadcasting's
leadership is changing--both at CPB and PBS--and I think they realize
that the media world is changing just as much for them as it is for
everyone else. Broadcasters need this kind of forward-facing analytic
and creative capacity that an organization like the Digital Content Lab
can provide. But anyhow, my point is that the sponsorship
commitments we've received this year have really demonstrated the
success of the Lab under Suzanne's leadership, and it's really quite
gratifying.
[itvt]: I see that "thirtysomething" creator, Marshall Herskovitz, is
participating at your DigiFest event, and discussing his new broadband
TV series, "Quarterlife." That's quite a coup. How did you succeed in
convincing him to take part?
Stefanac: Well, Nick had a real hand in that.
DeMartino: Marshall and his producing partner, Ed Zwick, are AFI
alumni. They have also become board members, and are very actively
involved in working with other alumni to improve the AFI. They've
also been working closely with our outgoing CEO, Jean Furstenberg.
Anyhow, I heard about "Quarterlife" essentially being developed as a
broadband project from a rejected ABC series, so I asked Marshall to
keep in touch, as obviously that's the kind of thing we're interested in. I
visited them in March, when they were shooting the pilot on location,
and hung out with them. They recognized that we were interested in all
this stuff and kept me abreast. At that time, they were going through a
wide range of what-if scenarios--because it's a very different process
from regular TV, where you simply produce something and then pitch
it to ABC, NBC, CBS, Fox, or whatever. If you're developing a
broadband series with a social network attached, how do you go about
distributing that? So what they did was that they went and made a deal
with MySpace, in addition to creating their own self-contained
community around the show. Of course, as soon as the news of the
MySpace deal was released, there was a huge media frenzy, because
Marshall and Ed are pretty major talents. They sort of switch back and
forth between who produces and who directs, but between them they're
responsible for such movies as "Glory," "Shakespeare in Love,"
"Traffic," "Legends of the Fall," The Last Samurai," and last year’s
"Blood Diamond," and for seminal TV shows like "thirtysomething"
and "My So-Called Life." They really are great artists with enormous
credibility. And the fact that they are now ready to get into broadband
television just shows how rapidly that medium is maturing. Actually, I
remember when I went on location with them on "Quarterlife," I asked
them what was different, and Marshall said, "Well, we're using digital
cameras, so the length of the shooting day is different, because the
lighting conditions are different. But besides that, not very much. We're
shooting with SAG actors, and there aren't too many differences in the
way things are structured financially."
Anyhow, I'd mentioned to Suzanne the possibility of having them do
something at the DigiFest. They subsequently presented what they were
doing at an apparently rather lengthy master's seminar on the AFI
campus about a month ago. I happened to be out of town, but Suzanne
and her team went. Afterwards, she wrote me an email saying that she
and her team had been intrigued when I'd brought up the possibility of
inviting Marshall to the DigiFest, but that they'd wanted to make sure
that this wasn't just a case of a filmmaker who was simply dabbling in
the digital space, and that it had been very clear from the seminar that
he really gets it.
Stefanac: Yes, I think he has a very sophisticated and in-depth
understanding of what a social network around their series could do for
that content, and of how to incorporate it and how to fashion things so
that it's really effective--so that it's not only fun and new, but really
enhances the viewing experience. The series features a video blogger as
a protagonist. Each episode will play first on MySpace and then appear
on the "Quarterlife" Web site. You'll also be able to download the
episodes form iTunes. Fans will be encouraged to remix the storylines,
suggest backstories and future twists, and even upload their own
productions, if so inclined.
[itvt]: What specifically will Marshall Herskovitz be talking about at
the DigiFest?
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Additional Audio Streams with Suzanne Stefanac
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Stefanac: Two days after the festival, "Quarterlife" will launch online,
so he'll be providing a preview. But he'll also be specifically discussing
the social network they've built around the show and what they hope to
get out of that. The show's episodes are eight minutes each, and he'll be
showing parts of one or two episodes and talking about what's new
about each from a digital filming standpoint. And he really will
emphasize the thinking that went into the show's social networks. So
addressing questions like: what do you do when you want to enable the
audience to give you feedback? As I just mentioned, they're open to the
possibility that feedback from the audience will impact the show's
storyline. So I think he's thinking about all this in some very fresh
ways, and it should be exciting to hear what he has to say.
[itvt]: What will be the other highlights of the DigiFest this year--both
in terms of prototypes that the Lab has been developing and in terms of
the outside presenters you're featuring this year?
Stefanac: Our line-up for AFI DigiFest reflects the ever-widening
spectrum of opportunities for storytellers. On the first day, we've
invited eleven producers to present. The presentations will range from
"Quarterlife" to PBS's "The War," Boing Boing's new television
venture, and an online animation school with a remarkable track record.
For "The War," PBS called on local public television stations to do
outreach in their communities to solicit stories from veterans of World
War II. The response was amazing--which was a little surprising to
some, given the age of the demographic--and a surprising number
submitted digital video files. To accommodate those who might want to
tell their story, but who didn't have access to video tools or expertise,
they set up an 800 line that automatically digitized the audio.
[itvt]: You also mentioned that Boing Boing and an online animation
school will be presenting...
Stefanac: Yes. Boing Boing's success in the blog world is legendary.
Being the most-linked to blog on the Web allowed them to actually
begin to make a living, but even more impressively they were able to
take the sensibility that made the print 'zine a success and adapt it for
online. Their recent forays into the actual television world suggest they
will once again learn to adapt and thrive. Animation Mentor is the
distance learning environment I just mentioned. It was set up and is
staffed by working professionals from Pixar, ILM, Imageworks and
other high-end houses. The online environment allows real-time
collaboration, and graduates of the 18-month program that they offer
almost always find work in the field.
In addition, we have presentations from Activision, from Sony Pictures'
special effects gurus, on a 130-episode megaseries from Afterworld, on
a surprisingly moving inspirational campaign from Adidas, and from
both Interactive Primetime Emmy winners--Current TV and The
"Fallen" Alternate Reality Game. What knits all these presentations on
the first day together is the emphasis on telling a great story using
various digital media platforms. The ability to be screen-agnostic, to
take the best from each medium and use it to further the arc and engage
the viewer is exciting to watch. It's no longer enough to just geek out
with tech toys. You have to know how to use those tools to great effect.
[itvt]: And what will you be showcasing on the second day of the
DigiFest?
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Stefanac: On the second day--Friday--we'll be showcasing five projects
prototyped in the Lab. One ended a few months ago and is a
user-generated film contest format for ITVS, called "Filmocracy." The
other four have been in the Lab for the past six months and are just
wrapping. One is a social network built for a documentary, called
"Players," about video game players. MTV, EA and Mekanism jointly
brought the project to the Lab. Another is a citizen journalist play for
PBS's weekly investigative news program, "Now." The third recent
prototype is with Bravo, and proposes a solution to the
fast-forwarding-through-ads dilemma. The team came up with a
potentially workable way to preserve the relationship with the
advertiser, while at the same time taking advantage of the DVR's
time-shifting. And finally, we have an original machinima narrative
pilot, called "Leaving the Game." John Gilles brought the idea to us
and it's been quite an education figuring out how to craft a truly
original storyline within a game engine. I think you have the list with
all the presentations and mentors. We are so honored to work with so
many really brilliant and forward-thinking folks.
So overall, both AFI DigiFest days celebrate storytelling. We really
wanted to show that we no longer need to be in pure service to the
technology--that while the technology is still evolving by the hour,
there is enough of it driving enough platforms, that we can really focus
on the art of it all. And on the individuals who are able to make these
platforms sing.
[itvt]: Social networking seems to be, for want of a better phrase, the
Next Big Thing in interactive television this year, just like
user-generated content was last year. How is the Digital Content Lab
responding to this trend?
Stefanac: I agree that "social networks" is a phrase that's being used
very commonly these days, and it can mean a lot of things. I think the
big issue is that, rather than thinking about storytelling from the
standpoint of a single individual or production group putting a story out
there where viewers pay attention to it very passively, we're really
looking at a whole new way of thinking about what storytelling is. So
what both days of the DigiFest will be examining is how we should
think about narrative these days. What are the issues around narrative?
Over the years, people have often asked me, "Is the narrative storyline
going to die in the face of all these interactive elements?" I've always
laughed, because, from the earliest days when we all sat around fires
outside of a cave, humans have wanted to submit to a great storyline. I
think that it's just innate, and I don't see that going away. However, I do
see a whole new community dynamic going on around storylines, even
where you are still submitting to a single storyline. Particularly when
you have an ongoing storyline--a series or a franchise of some sort:
creators have the opportunity to unveil one aspect of a story arc and
then solicit feedback, criticism, and suggestions. Then, while not
succumbing to "story by committee," they can take the temperature of
the response, glean the best ideas, implement and tweak them, and then
let the next iteration of pure narrative loose.
This is very different from gameplay, which is a perfectly valid form,
but one generally quite different from the storytelling dynamic. In a
game scenario, the player makes constant choices within a defined
world. There are multiple branches and endings that create a tension,
but a tension that requires action. Games are evolving alongside
storytelling, but I think they tap into a very different urge. The only
project we tried to get for AFI DigiFest that didn't work out was
BioShock. This game bridges the gap between traditional linear
narrative and gameplay in some truly innovative ways. Not only is the
game gorgeous enough to cause you to succumb, it is remarkably
sophisticated in its logic. There is a moral ambiguity that is at once
unnerving and intriguing. Do you kill the small girls who house the
power that drives the world? Or do you try to save them? Either path is
valid within the game logic.
Across the board, as I think about future prototypes for the Digital
Content Lab and as we were trying to decide what to bring in to AFI
DigiFest, storytelling seemed to loom larger on the horizon than any
other topic. This was partly because, for the first time this year, the
DigiFest will be co-produced with AFI Fest--AFI's film festival--which
attracts 75,000 people. It's a big event, and all these people attend it out
of a great love of filmmaking--i.e. a great love of submitting to a story.
And so I think that, even though the projects we'll be showcasing this
year are very wide-ranging, there will be a significant focus on
storytelling and on making the most of the various platforms and
screens at our disposal.
DeMartino: As Suzanne was just saying, storytelling is a very ancient
and very fundamental art. And what often happens with new tools and
distribution methods is that it takes some time for people to come to
grips with how to use them effectively for storytelling. For example,
you probably remember back when CD-ROM's were starting to get
popular, and people were predicting that narratives would all have
branched endings--which, of course, never really worked that well. On
the other hand, there are some people who succeeded in coming up
with new ways of storytelling that appeared to anticipate some of the
tools now at our disposal, long before those tools were invented. I don't
know if you've ever heard of Wendy Clarke--her mother was Shirley
Clarke, one of the greatest documentary filmmakers in the history of
the world. Wendy did this thing for years, called "The Love Tapes."
When portable video became available, she set up this little kiosk in an
enclosed space, and she'd bring it to places like the lobby of the World
Trade Center, video tradeshows, street fairs, or whatever, and you'd go
in there and she'd ask you to talk about love, and she'd videotape it.
And she would never describe what she meant, so people would go in
in couples, or by themselves, or with their mothers, and talk about the
love of their child, their boyfriend, their father, and so on--any number
of things. And she packaged these videotapes into these amazing
documentaries which were all technically pretty basic, but extremely
powerful, because people were telling the stories of their lives. And, in
a way, she was creating a social network-type experience where she
had to do all the work, because the technology wasn't available to do it
for her: she had to find the people; she had to bring them in; she had to
tape them; she had to edit them; she had to distribute them. And, of
course, we now have tools and platforms that do all that.
Stefanac: In general, I think we're witnessing a great evolution in the
various media that are out there: on the one hand, each medium is
becoming more sophisticated and unique; on the other hand, they're
feeding into one another more than ever before. You can't think of
television, publishing or the Internet any more as a one-to-many
medium or as any single medium. You have to think of all of them
together as a giant and constantly mutating feedback loop.
[itvt]: Other than the fact that you're being aggressive about securing
new sponsors and mentors, how do you think the AFI Digital Content
Lab and its annual showcase event are changing under your leadership?
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Stefanac: The Lab has constantly evolved throughout its nine years.
Changing the name from the Enhanced TV Workshop to the Digital
Content Lab a couple of years ago signaled one significant
change--from being television-centric to embracing a broad spectrum
of platforms. But all along the way, both Anna Marie Piersimoni and
Marcia Zellers, the two directors before me, tweaked the process to
reflect current potentials and interests within the creative community. I
inherited the Lab at a very interesting time. All this interest in many-to-
many collaborations and multiple screens and new distribution
mechanisms means that the media landscape is warping as we watch. I
want to ensure that we're able to adapt, and to continue the now-long
tradition of serving as an innovation test bed. To that end, we're
working to find a mix of projects that reflect the challenges facing our
community. It made sense to bring Bravo into the Lab to come up with
a DVR fast-forwarding solution, even though the Lab hasn't
traditionally focused on advertising. This is an issue that's plaguing the
networks, and we had the right mentors to try and worry out a workable
solution. With the machinima project, it made sense to attempt an
original narrative series pilot because that was the way to prove that
today's storytellers have a whole new arena--3D game
environments--within which to tell their tales. We'll continue to seek
out projects that are meaty and that provide real answers to real
challenges, even if it means doing things that might seem to lie outside
the parameters of the Lab from a historical perspective.
A couple of other fronts that I'm working on have to do with how we
present ourselves to the world. We've been lucky to have attracted
some great press recently. Denise Caruso's column in the New York
Times last June was an enormous boon, with dozens of folks cold-
calling us wanting to be mentors or suggesting projects. We want to do
an even better job of telling our own story so that the phenomenal work
of our mentor teams reaches the larger community. We're doing
outreach to the journalistic community and learning how to tell our own
story in a way that helps us to future the overall goals. Also, very soon,
we will launch the AFI Digital Content Lab blog, where we can track
the most interesting news and developments within the digital media
world, where we can invite mentors to submit their own news or
requests, and where we can keep our friends and associates posted
about what's going on our front. I'm also intent on launching a wiki
sometime in early 2008 that captures some of the wisdom surrounding
innovation that we've gleaned over the years. In this same vein, I want
to start an interview series that focuses on innovation. Innovation is at
the heart of everything that has ever happened in the Lab and we'd like
to help share some of the insights and methodologies that allow our
collaborators to consistently come up with solutions that change our
world for the better. Some of these interviews will be live, but all will
be archived and searchable on the Web site. We want to become an
ever-better resource for anyone committed to excellence in media.
By the way, I should also point out that the Digital Content Lab is not
just me. None of this would exist without Nick's constant interest and
support within the AFI. Plus, I have an incredible team. Lisa Osborne
has been fabulous as the supervising producer, and she's really very
smart and sensitive about bringing all these different and disparate
people into the teams and helping to manage them in such a way that
they produce the best possible prototypes and thinking. Also, there's
Chris Denson, who's our new events marketing manager. He comes
from the world of music and hip-hop, and he has a sensibility that helps
to keep us honest. And then there's Linda Arellano, who recently
graduated in multimedia studies and who seems to be a
Jill-of-all-trades. We're sorry that Hu Xiaoming, our intern from the
National University of Singapore for the past several months, is no
longer working with us, but we wish him well with his studies and look
forward to following his career.
I'm mentioning all these people not just out of courtesy or even
gratitude, but because I think the fact that multiple people are
responsible for this--not just one individual--is an example of how the
media world is evolving. Media are becoming less and less a function
of the imagination and vision of single, talented individuals, but rather
are an outgrowth of a richness that grows up when people have all these
new technologies at their disposal that enable a kind of exchange of
information that was never possible before. Collaboration yields fruits
that solo work really can't support.
When I look at media, I often think of mushrooms and mycelium as a
metaphor...
[itvt]: You were trained as a biologist, correct?
Stefanac: I was a chemist. Anyway, when you think about mushrooms,
the individual mushrooms that you see on the forest floor are just a
small part of the story. Underlying those mushrooms is mycelium, this
really thick, rich biomass of intertwined little threads that are
underground and that you usually don't see, even though it's much,
much larger than the mushrooms. And, when there's been exactly the
right amount of rain and it's exactly the right temperature, a few
individual mushrooms grow out of that biomass, which are often really
lovely, but which are very ephemeral. They come and they go.
So how I view the media world is that there is this rich undergrowth,
this loam where the mycelium grows, and that's made up of all the
different people who contribute in one way or another--whether they're
the actual producers, or the viewers who give feedback or new story
ideas, or who tell one another about new things and thus grow
audiences. The actual individual stories and projects that emerge from
that milieu are like mushrooms--very ephemeral. So I think what we
have to do is realize the importance of that rich undergrowth and soil
where the mycelium is, and endeavor to keep that healthy so that it
grows the best mushrooms. And I do believe that the television industry
as a whole is starting to understand this. We talk to the networks all the
time, and all of them are putting a great deal of effort into thinking of
their projects in a way that's more than just "We're going to put it on a
different platform, and maybe we'll allow people to offer commentary."
They're thinking of those projects in the context of a dynamic feedback
loop where audiences are, in a way, just as instrumental in the creative,
promotional and distributional process as individual creatives and other
professionals. Of course, we don't know what this new way of seeing
media will result in. But it's definitely fun right now to watch it and see
what it elicits.
[itvt]: So has the Digital Content Lab changed its editorial focus under
your leadership?
Stefanac: Again, I'd have to say that the Lab has always adapted to the
moment, and I'm clearly doing the same. I think I'm trying to focus on
solutions that foster truly great storytelling, and that provide some kind
of realistic financial model as we move forward. Not every project will
have to be a "Hamlet," and not every project will need to prove it has
the potential to run in the black. But this combo of real-world viability
with great narrative that draws in audiences, that intrigues, informs,
inspires, and sometimes just amuses, is the kind of dynamic that will
allow digital media to hold its own against more traditional forms.
[itvt]: Now, to some extent, the Digital Content Lab--which, as we
discussed earlier, was originally called the Enhanced TV
Workshop--has moved away from its original focus on interactive
television, correct?
DeMartino: Yes and no. I wouldn't say that we've stopped focusing on
interactive television, because we still have a couple of very strong
relationships into that industry--for example, with CableLabs--and
there are still a number of projects that are being developed under the
auspices of the Lab that have to do with set-top box technology and so
forth. But I do think that the center of gravity of the interactive TV
industry has shifted pretty dramatically to broadband delivery for two
reasons--because more homes have broadband now, and because
advertising is shifting to broadband and the highly trackable Internet
advertising model has become very influential.
Stefanac: One of the ideas that we've explored--both at the Lab and
with the DigiFest--is that we're becoming more and more
screen-agnostic. Television isn't going to go away and set-top boxes
have a whole new horizon ahead of them. But, at the same time, the
smartest producers and content creators are thinking about things in an
increasingly broad way--they're looking at the spectrum of screens, the
spectrum of delivery systems, that they can use to offer their content.
And I think that the degree to which they're able to create content that
is appropriate across all these different media will be a great indicator
of their content's potential for success. I don't think that it's wise to
focus too much on any single platform any more, as that doesn't look to
me like the way that people will want to consume information and
entertainment going forward. I don't think it's even just about being
able to deliver content to multiple discrete platforms--it's about having
content that ties those platforms together. One of our biggest wins
recently was with the Cartoon Network. They had television shows and
they had created a lot of games for broadband that were based on those
shows. But they wanted to create a seamless dynamic between the two
assets, so that the show and the games would not only co-exist quietly
on the different platforms, but so that, wherever the viewers wanted to
watch or play, they would be able to do so. In other words, so that they
could watch and play on a set-top box, on broadband, or on mobile.
And I think the team that worked on that project did a great job,
because they came up with a solution that was a single Flash file that
would play across all these various platforms, and it worked. Not only
that, it was the first example of building a game to the PS3's browser.
From the point of view of the creative process, what you have to do is
develop content that has a unique and consistent look-and-feel and
functionality, so that people recognize it and enjoy it no matter what
kind of screen they're accessing it through. It's very different from a
few years ago, when you'd go to a show's Web site and it would look
very different from the show itself, and would also look very different
from the mobile app you'd created around the show. I think people are
thinking more and more in terms of "I have this great story to tell, and
share with an audience, and it doesn't matter which screen they're
getting it on."
[itvt]: Are you talking to any of the large social-networking sites, like
Facebook or MySpace, about becoming involved in the Lab?
Obviously they're moving fairly rapidly in the direction of broadband
TV.
DeMartino: My personal feeling about Facebook and MySpace is that
they're enabling environments--audience aggregators, if you will--just
like Netscape or Internet Explorer were. What's happened with those
services over the past few months is nothing short of astonishing, in
that they've opened up their development environment to third-party
developers. So I think it's less about Facebook per se than about all
these third-party developers who could turn Facebook into a TV service
or whatever. Those people don't even sit in a room with Facebook
executives and discuss what they're going to do. They simply take the
API and develop whatever they want to develop. In fact, some
companies are securing financing whose entire business model is
developing for Facebook.
Stefanac: In general, I think it's important, as media becomes more and
more multiplatform, not to think of it in terms of individual platforms
and technologies. The Emmys this year provided an interesting window
on how we might think of all this as we move forward: This was the
first year that narrative programming that existed solely on broadband
could compete for Emmys with programming that aired on broadcast or
cable networks. And I think this helped reinforce the idea that what
matters is the quality of the content, regardless of the platform it
appears on.
Some years ago, I was the West Coast editor of a magazine called
Holosphere that was published by the Museum of Holography in New
York. Holography, of course, was this fabulous new technology for
creating very vibrant 3D images. But the problem was that the early
holographers shot things like bowls of plastic fruit and brass unicorns.
They were great technicians and they were exploiting and refining the
technologies, but the actual holograms fell short. The simply weren't
that thrilling, and they didn't impress people. And, in many ways,
because of this, holography never lived up to its original promise. What
this illustrates is that new technologies and platforms for content
distribution and enhancement are not going to be successful unless the
content that they distribute and enhance is of excellent quality. So I
think that what we do at the Digital Content Lab should play into the
AFI"s mission of celebrating excellence in the art and science of the
moving image. You have to think not so much in terms of new
technologies and platforms, but in terms of how to tell the best damned
story, regardless of the platform it's viewed on.
URL: AFI Digital Content Lab
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