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The Touchable TV

The idea of a touchable radiation and complaints from parents Meanwhile, a hit series that was per-
about kids who were drawing directly haps closest to the spirit of Winky Dink
TV is nothing new: on their TV screens (sometimes with debuted on Nickelodeon in 2000: Dora the
it’s almost as old as permanent marker). Explorer. The bilingual show is produced
Over the next fifty years, televisions with natural pauses for young children to
television itself. became enshrined as untouchable objects talk back to the screen, sing along with the
In 1953, before my father was even born, in the household – built into cabinets, characters and solve puzzles, and while it
a show first aired on CBS called Winky placed on pedestals, and eventually hung employs no actual interactive technology,
Dink and You that most consider the first on walls as flatscreen art objects, becom- anyone who has watched Dora with a child
ever interactive television program. The ing more and more like the large movie knows this is no real drawback: the young
show’s creators, Harry Prichett, Sr. and screens they were once such a revolution viewers vividly imagine the connection,
Ed Wyckoff, had quickly realized one of against. And over that same period of time, and play interactive Dora games on their
the fundamental differences of television a small but creative group of people within computers or their parents’ phones,
versus the movies as a medium: that broadcasting, producing, cable and tech- seeing it as a continuous experience with
television sets were in people’s living nology companies have tried any number the television show.
rooms, and that kids could walk right up of methods to keep the dream of interac- But in the mid-2000s, a truly interactive
and touch the screen, like they could any tive television alive. For many years it was form of video storytelling emerged, not on
other piece of furniture in their house. the one-screen, set-top box-driven applica- TV, but the Internet. The rise of YouTube
The show prompted millions of kids to tions, popular in Europe, that seemed like and original web series delivered by pod-
get involved in the animated adventures the working model: driven by an interac- cast and flash players, consumed largely
of a boy named Winky-Dink and his dog, tive layer of enhanced content, polls, trivia, on web browsers, personal media players
Woofer, by drawing on a small piece of games and on-demand video, delivered and mobile phones, for the first time put
plastic that stuck to the TV’s screen with over a cable or satellite connection and content in a produced, serial video format
static electricity, using a special set of controlled by remote control, but this was within reach of a mouse click, and over the
crayons, all sold as part of a Winky-Dink always limited by adoption and standard- years creators have made the experience
Kit, available in toy stores or by mail. At ization of set-top boxes, especially in the increasingly interactive. Hotspots within
critical points in the show, kids could get U.S. in the late 1990s and early 2000s, video, such as YouTube’s Annotations
involved by drawing, for example, a bridge the widespread adoption of text messag- feature, have allowed producers to create
for Winky-Dink to cross, or trace letters ing worldwide allowed for SMS-driven linked videos, branching storylines
onscreen to reveal a secret message. While interactive TV, most notably in American and choose-your-own-adventure plots,
wildly successful, and one of the most Idol, which became the first interactive TV and even games built from videos,
popular children’s shows on TV, this early broadcast to become truly mainstream, such as Barely Political’s wildly popular
experiment went off the air four years even if the interaction was limited to vot- “Chris Brown Punch-Out” and “Rush
later in 1957, among concerns about ing for contestants on the show. Limbaugh Punch-Out” YouTube games.
T H E TO U C H A B L E T V 2

Experimentation in online video has The question is, what will we create? Tim Shey runs Audience Development at
included interactive films and music How will TV look different when people Next New Networks (nextnewnetworks
videos shot in 360° Quicktime VR, allowing can take it into their own hands? Imag- .com), the first department of its kind in
the viewer to pan and scan in any direction ine: branching storylines, or multiple online television. He’s focused on building
during the timeline; interwoven stories perspectives on a story, could be chosen the largest, most loyal and engaged
with multiple simultaneous plotlines, such by a viewer. Extras in the background, audiences for every Next New Networks
as HBO’s Voyeur, which allow you to look formerly set dressing, could be new char- property, working with producers and
into any number of windows of an apart- acters you could tap with your finger and partners across the web to promote
ment building in a “Rear Window”-like suddenly shift to follow their story. The episodes, to optimize and scale the com-
storyline; and experiences like ChatRou- world-building we typically see in games pany’s distribution platform, and to design
lette, which blur the line between channel- or novels, especially in genre storytelling, better experiences and interactions with
surfing and two-way communication. could become part of TV, even allowing its viewers and communities.  Tim has been
fan-filmed stories to become linked into working as a designer and producer for
a show (imagine clicking on a few Stor- projects in television, mobile, and the web
For the first time in history, we’ve mtroopers in a scene from Star Wars, for for more than 15 years.  He is also an acad-
put a two-way storytelling device example, and launching into Kevin Rubio’s emy member and has served as a judge
capable of connecting millions great 1997 mockumentary, Troops.) While for all three of the Emmy Awards, the
of people worldwide in people’s watching sports, concerts and other live Webby Awards, and the Streamy Awards.
hands. For producers, inventors entertainment, viewers might be able to
and engineers, this should be a choose in real time from multiple cam-
time as exciting as those early era angles, and touch players, teams or
days of TV, or the first years of the areas of the field for enhanced informa-
Internet: the era of touchable TV. tion. In a CGI-animated scene, you could
touch and drag to pan and zoom a virtual
camera. And, harking back to the days of
Now, with tablet computers, there’s a Winky Dink, viewers can finally draw on the
perfect confluence of elements for interac- screen without driving their parents crazy;
tive video: a wireless Internet connection, the backgrounds and sets of our future’s
a big, touchable screen and a processor Dora or Sesame Street could include graffiti
powerful enough to enable almost any from their most loyal viewers, drawn from
interactive experience storytellers can locations all over the world, as well as a
devise. The earliest forms of entertain- layer of annotations, response videos and
ment were interactive, as dramatists and fan fiction left by everyone who’s watched
poets tailored stories to the audience’s before, making every episode a wiki-like
real-time responses. Two thousand years collaborative story.
of technology, from paper to the printing Thanks to the iPad, and more tablets
press to radio and TV, made broadcasting to come, touchable TVs are out there.
– a one-way form of storytelling – our dom- The question now is, what will we create?
inant medium. But now, for the first time
in history, we’ve put a two-way storytelling
device capable of connecting millions of
people worldwide in people’s hands. For
producers, inventors and engineers, this
should be a time as exciting as those early
days of TV, or the first years of the Internet:
the era of touchable TV.

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