This research used two short films to investigate whether schema theory has value for researching and designing film experiences.
The first study used the neutrally rated Ice Cream Dream to qualitatively analyse talk from ten viewers, for research and design contributions based on schema theory. The analysis was systematic and driven by the data, with bottom up analysis iteratively structured by emergent schematic categories. The viewers talk indicated confusion about the film content and included talk on schematic structure in the film. The second study developed a method of schematic analysis to investigate schemas in a case study in good structure, The Wrong Trousers. The films content was systematically logged, with aggregate schemas and re-interpretive schemas emerging as structuring the film, with the schemas causally linked together. The third study used schematic analysis to investigate Ice Cream Dream, both as a comparison to The Wrong Trousers and for research and design contributions from schema theory. Aggregate schemas were only partially evident, with content weakly linked causally or unlinked. The fourth study examined if non-interview based viewers talk would contribute additional insights and design implications from schema theory, using 65 online movie reviews of The Wrong Trousers. Systematic analysis revealed strong positive reactions focused on aggregate schemas plus two high salience elements (the techno trousers and the penguin).
This research has revealed that schema theory is powerful in identifying research based insights into film of value to film researchers and professionals. Twenty three design implications resulted from the four studies, revealing that schema theory is powerful in design terms. The further research, as correctives to the weakness of the research, will include schema based studies of other films, the development of a systematic Schematic Analysis Design Method (SADM) and the development of a schematic modeling language for film.
Chapter 1. Literature Review............................................................. 15 1.1 Introduction ...................................................................................... 15 1.2 Aims and approaches ....................................................................... 15 1.2.1 Rich descriptions of film experiences .................................... 18 1.2.2 Choice of experiences to research............................................. 19 1.3 The changing context of film........................................................... 21 1.3.1 Ubiquitous interactive devices and content............................... 22 1.3.2 Web 2.0 ..................................................................................... 23 1.3.3 Convergence.............................................................................. 26 1.4 The search for an integrating framework ......................................... 27 1.4.1 Philosophical approaches to experiences .................................. 28 1.4.2 Theorising film experiences ...................................................... 29 1.4.3 Narratology................................................................................ 35 1.4.3.1 Aristotles Poetics .............................................................. 37 1.4.3.2 Story issues in modern narratology.................................... 38 1.5 Schema theory.................................................................................. 40 1.5.1 History of schema theory .......................................................... 40 1.5.2 Structure of schemas ................................................................. 41 1.5.3 Schema in films and viewers reports ....................................... 42 1.6 Choice of research approach ............................................................ 43 1.7 Initial research questions.................................................................. 47
Chapter 2. Investigation one viewers talk on short film Ice Cream Dream . .................................................................. 50 2.1 Introduction ...................................................................................... 50 2.2 Method ............................................................................................. 51 2.2.1 Design........................................................................................ 51 2.2.2 Ethical issues ............................................................................. 51 2.2.3 Participants ................................................................................ 52 2.2.4 Materials.................................................................................... 52 2.2.5 Procedure................................................................................... 54 2.2.6 Data analysis ............................................................................. 55 2.2.7 Coding nomenclature ................................................................ 57 2.3 Results and Discussion..................................................................... 59 2.3.1 Enjoyment scores ...................................................................... 59 2.3.2 Summaries................................................................................. 60 2.3.3 Real Life Reflection category grouping.................................... 61 2.3.3.1 Real-Life Reflection Film............................................... 61 2.3.3.2 Real-Life Reflection Actors ............................................ 62 2.3.3.3 Real-Life Reflection Personal ......................................... 64 2.3.3.4 Real-Life Reflection General .......................................... 66 2.3.4 Specific Film Aspects................................................................ 67 2.3.4.1 Specific Film Aspects-Actions........................................... 68 4 2.3.4.2 Specific Film Aspects Location ...................................... 70 2.3.4.3 Specific Film Aspects Costume ...................................... 71 2.3.4.4 Specific Film Aspects Prop............................................. 73 2.3.4.5 Specific Film Aspects Camera ........................................ 76 2.3.4.6 Specific Film Aspects Sound .......................................... 77 2.3.4.7 Specific Film Aspects Hair ............................................. 79 2.3.4.8 Specific Film Aspects Cast ............................................. 79 2.3.4.9 Specific Film Aspects Dreams (identity) ........................ 80 2.3.4.10 Specific Film Aspects Dreams (transitions).................. 82 2.3.4.11 Specific Film Aspects Credits ....................................... 83 2.3.4.12 Specific Film Aspects Starts and Ends.......................... 85 2.3.5 Intentions, Expectations ............................................................ 86 2.3.5.1 Film Makers Intentions..................................................... 87 2.3.6 General Film Expectations ........................................................ 88 2.3.7 Character Observations ............................................................. 90 2.4 Concluding discussion and further research .................................... 91 2.4.1 Report structures and schemas.................................................. 92 2.4.2 Overview of design implications .............................................. 97 2.4.3 Six design implications ............................................................. 98 2.4.4 Conclusion and issues for further investigation...................... 100
Chapter 3. Investigation two schematic analysis of short film The Wrong Trousers ................................................................................. 103 3.1 Introduction .................................................................................... 103 3.1.1 Issues arising ........................................................................... 103 3.1.2 Methods of analysing film content and problems ................... 104 3.2 Method ........................................................................................... 106 3.2.1 Materials.................................................................................. 106 3.2.2 Analysis and coding procedure ............................................... 108 3.2.2.1 Factual logging and the Shot Description Document....... 108 3.2.2.2 Schematic map schema structure and slot tables .......... 110 3.2.2.3 A structuring schema....................................................... 110 3.3 Results and discussion.................................................................... 111 3.3.1 An expanded typology of schemas.......................................... 111 3.3.2 Nomenclature and identification of behavioural schemas ...... 111 3.3.2.1 Nomenclature of behavioural schemas ............................ 111 3.3.2.2 Identification of behavioural schemas.............................. 112 3.3.3 Schema map for The Wrong Trousers .................................... 115 3.3.4 Having breakfast schema...................................................... 116 3.3.4.1 Identification .................................................................... 116 3.3.4.2 Design implications.......................................................... 117 3.3.5 Having a birthday schema....................................................... 118 3.3.5.1 Identification .................................................................... 118 3.3.5.2 Design implications.......................................................... 120 3.3.6 Getting ready in the morning(1) schema .............................. 122 3.3.6.1 Identification .................................................................... 122 3.3.6.2 Design implications.......................................................... 122 3.3.7 Financial crisis schema......................................................... 123 3.3.7.1 Identification .................................................................... 123 5 3.3.7.2 Design principles.............................................................. 124 3.3.8 Getting a lodger schema ....................................................... 124 3.3.8.1 Identification .................................................................... 124 3.3.8.2 Design principles.............................................................. 125 3.3.9 Decorating a room schema ................................................... 126 3.3.9.1 Identification .................................................................... 126 3.3.9.2 Design implications.......................................................... 127 3.3.10 Bad lodger schema.............................................................. 128 3.3.10.1 Identification .................................................................. 128 3.3.10.2 Design principles............................................................ 128 3.3.11 Getting ready in the morning (2) schema ........................... 129 3.3.11.1 Identification .................................................................. 129 3.3.11.2 Design principles............................................................ 129 3.3.12 Having breakfast (2) schema .............................................. 130 3.3.12.1 Identification .................................................................. 130 3.3.12.2 Design implications........................................................ 131 3.3.13 Faithful pet dog subverted schema .................................. 131 3.3.13.1 Identification .................................................................. 131 3.3.13.2 Design implications........................................................ 133 3.3.14 Leaving home schema ........................................................ 133 3.3.14.1 Identification .................................................................. 133 3.3.14.2 Design implications........................................................ 134 3.3.15 Antagonists plan equipment schema.............................. 135 3.3.15.1 Identification .................................................................. 135 3.3.15.2 Design implications........................................................ 136 3.3.16 Getting ready in the morning (3) subverted schema........ 136 3.3.16.1 Identification .................................................................. 136 3.3.16.2 Design implications........................................................ 137 3.3.17 Lodger seeking accommodation schema............................ 138 3.3.17.1 Identification .................................................................. 138 3.3.17.2 Design implications........................................................ 138 3.3.18 [Re-interpretative] Antagonists criminal plan schema...... 138 3.3.18.1 Identification .................................................................. 138 3.3.18.2 Design implications........................................................ 139 3.3.19 Spying schema.................................................................... 140 3.3.19.1 Identification .................................................................. 140 3.3.19.2 Design implications........................................................ 140 3.3.20 [Re-interpretative] Antagonists heist plan outworked ... 141 3.3.20.1 Identification .................................................................. 141 3.3.20.2 Design implications........................................................ 142 3.3.21 Getting ready in the morning (4) subverted schema........ 142 3.3.21.1 Identification .................................................................. 142 3.3.21.2 Design implications........................................................ 143 3.3.22 Captured(1) schema............................................................ 143 3.3.22.1 Identification .................................................................. 143 3.3.22.2 Design implications........................................................ 144 3.3.23 Escape schema.................................................................... 145 3.3.23.1 Identification .................................................................. 145 3.3.23.2 Design implications........................................................ 145 6 3.3.24 Chase schema ..................................................................... 146 3.3.24.1 Identification .................................................................. 146 3.3.24.2 Design implications........................................................ 147 3.3.25 Captured (2) schema........................................................... 147 3.3.25.1 Identification .................................................................. 147 3.3.25.2 Design implications........................................................ 148 3.3.26 Faithful pet dog restored schema..................................... 149 3.3.26.1 Identification .................................................................. 149 3.3.26.2 Design implications........................................................ 149 3.3.27 Financial crisis - resolved schema...................................... 150 3.3.27.1 Identification .................................................................. 150 3.3.27.2 Design implications........................................................ 150 3.3.28 Walking off into the sunset schema.................................... 151 3.3.28.1 Identification .................................................................. 151 3.4 Concluding discussion and further research................................... 152 3.4.1 Schema structures.................................................................... 152 3.4.1.1 Schema structures in Act One .......................................... 153 3.4.1.2 Schema structures in Act Two ......................................... 155 3.4.1.3 Schema structures in Act Three ....................................... 155 3.4.2 Design implications................................................................. 156 3.4.2.1 Within schema design implications.................................. 156 3.4.2.2 Between schema design implications............................... 159 3.4.3 Further research....................................................................... 162
Chapter 4. Investigation three schematic analysis of short film Ice Cream Dream . ............................................................................ 164 4.1 Introduction .................................................................................... 164 4.1.1 Issues arising ........................................................................... 164 4.1.2 Research questions .................................................................. 165 4.2 Method ........................................................................................... 166 4.2.1 Materials.................................................................................. 166 4.2.2 Analysis and coding procedure ............................................... 167 4.2.2.1 Factual logging and the Shot Description Document....... 168 4.2.2.2 Schematic map schema structure and slot tables .......... 169 4.2.2.3 Behavioural schemas a structuring schema?................ 169 4.3 Results and discussion.................................................................... 169 4.3.1 An expanded typology of schemas.......................................... 169 4.3.2 Nomenclature and identification of behavioural schemas ...... 170 4.3.2.1 Nomenclature of behavioural schemas ............................ 170 4.3.2.2 Identification of behavioural schemas.............................. 170 4.3.3 Schema map for Ice Cream Dream......................................... 170 4.3.4 Selling ice cream from van (1) schema ................................ 171 4.3.4.1 Identification .................................................................... 171 4.3.4.2 Design implications and integration with viewers talk... 172 4.3.5 Causally unlinked elements [Harry/alter ego]......................... 175 4.3.5.1 Identification .................................................................... 175 4.3.5.2 Design implications and integration with viewers talk... 176 4.3.6 Putting valuables into bank - daydream schema .................. 177 4.3.6.1 Identification .................................................................... 177 7 4.3.6.2 Design issues linked to viewers talk ............................... 178 4.3.7 Causally unlinked elements [Concerned parent talk].............. 179 4.3.7.1 Identification .................................................................... 179 4.3.7.2 Design implications linked to viewers talk..................... 180 4.3.8 Causally unlinked elements Harry/alter ego (2) dream ..... 180 4.3.8.1 Identification .................................................................... 180 4.3.8.2 Design implications.......................................................... 181 4.3.9 Selling (prize winning) ice cream from van (2) - dream. ..... 182 4.3.9.1 Identification .................................................................... 182 4.3.9.2 Design implications and link to viewers talk.................. 183 4.3.10 Causally unlinked element Parent wakes child .................. 184 4.3.10.1 Identification .................................................................. 184 4.3.10.2 Design implication ......................................................... 185 4.3.11 Selling ice cream from van (2) schema .............................. 186 4.3.11.1 Identification .................................................................. 186 4.3.11.2 Design implications and link to viewers talk................ 187 4.3.12 Causally related elements [Harry/alter ego].......................... 188 4.3.12.1 Identification .................................................................. 188 4.3.12.2 Design implications and link to viewers talk................ 188 4.3.13 Child making friends schema ............................................. 189 4.3.13.1 Identification .................................................................. 189 4.3.13.2 Design implication and link to viewers talk ................. 189 4.4 Concluding discussion and further research................................... 190 4.4.1 Schema structures.................................................................... 190 4.4.1.1 Schema structures in Act One .......................................... 191 4.4.1.2 Schema structures in Act Two ......................................... 191 4.4.1.3 Schema structures in Act Three ....................................... 192 4.4.2 Design implications................................................................. 193 4.4.2.1 Within schema design implications.................................. 193 4.4.2.2 Between schema design implications............................... 195 4.4.3 Further research....................................................................... 198
Chapter 5. Investigation four viewers online talk on short film The Wrong Trousers.................................................................................. 199 5.1 Introduction .................................................................................... 199 5.1.1 Issues arising ........................................................................... 199 5.1.2 Research questions .................................................................. 200 5.2 Method ........................................................................................... 200 5.2.1 Design...................................................................................... 200 5.2.2 Participants .............................................................................. 201 5.2.3 Materials.................................................................................. 201 5.2.4 Data collection......................................................................... 204 5.2.5 Data analysis ........................................................................... 205 5.3 Results and discussion.................................................................... 205 5.3.1 Word Count ............................................................................. 206 5.3.2 User movie summaries ............................................................ 206 5.3.2.1 Identification .................................................................... 206 5.3.2.2 Design implications.......................................................... 207 5.3.3 Story summaries in user comments......................................... 208 8 5.3.3.1 Identification .................................................................... 208 5.3.3.2 Design implications.......................................................... 214 5.3.4 Positive talk in material which is not a story summary........... 216 5.3.4.1 Identification .................................................................... 216 5.3.4.2 Positive talk on Story..................................................... 216 5.3.4.3 Positive talk on laughter................................................... 217 5.3.4.4 Animation......................................................................... 217 5.3.4.5 Positive talk on Chase ...................................................... 218 5.3.4.6 Design implications.......................................................... 218 5.3.4.7 Conclusions and Future Research .................................... 220
Chapter 6. Summary and conclusions.............................................. 223 6.1 Introduction .................................................................................... 223 6.2 Summary of thesis.......................................................................... 223 6.3 Methodological contribution.......................................................... 228 6.3.1 Semi-structured interviewing, prompted recollection............. 228 6.3.2 New method of analysing film structure schematically.......... 229 6.3.3 Use of online movie reviews................................................... 230 6.4 Results contribution........................................................................ 231 6.4.1 Film design implications for a schema based approach.......... 231 6.4.1.1 Design practice of film content creators .......................... 231 6.4.1.2 Design implications whole film.................................... 232 6.4.1.3 Design implications between schemas.......................... 234 6.4.1.4 Design implications within schemas ............................. 235 6.4.2 Schema theory and film........................................................... 237 6.5 Higher level contributions , limitations and further research......... 238 6.6 General conclusions ....................................................................... 239
List of References .................................................................................. 309
9 Tables Table 2.1 Segmentation of Ice Cream Dream in three act form ........... 53 Table 2.2 Coding categories: Real Life Reflection ............................... 61 Table 2.3 Coding frequencies: Real-Life Reflection-Film.................... 62 Table 2.4 Coding frequencies: Real-Life Reflection-Actors ................. 63 Table 2.5 Coding frequencies: Real-Life Reflection-Personal .............. 65 Table 2.6 Coding frequencies: Real-Life Reflection-General ............... 67 Table 2.7 Coding categories: Specific Film Aspects............................. 68 Table 2.8 Coding frequencies: Specific Film Aspects-Act ................... 70 Table 2.9 Coding frequencies: Specific Film Aspects-Location........... 71 Table 2.10 Coding frequencies: Specific Film Aspects-Costume........... 73 Table 2.11 Coding frequencies: Specific Film Aspects-Properties ......... 75 Table 2.12 Coding frequencies: Specific Film Aspects-Camera............. 76 Table 2.13 Coding frequencies: Specific Film Aspects-Sound............... 78 Table 2.14 Coding frequencies: Specific Film Aspects-Hair .................. 79 Table 2.15 Coding frequencies: Specific Film Aspects-Casting............. 80 Table 2.16 Coding frequencies: Specific Film Aspects-Dreams (ID) ..... 82 Table 2.17 Coding frequencies: Specific Film Aspects-Dreams (Trans) 83 Table 2.18 Coding frequencies: Specific Film Aspects-Credits.............. 84 Table 2.19 Coding frequencies: Specific Film Aspects- Starts/Ends ...... 86 Table 2.20 Intentions, Expectations......................................................... 87 Table 2.21 Coding frequencies: category Film Makers Intentions.......... 88 Table 2.22 Coding frequencies: category General Film Expectations .... 90 Table 2.23 Coding frequencies: category Character-Observations ......... 91 Table 2.24 Coding categories with no design implications..................... 97 Table 2.25 Summary of design principles from coded segments............ 98 Table 3.1 Segmentation of The Wrong Trousers ................................ 107 Table 3.2 Sample extract from the Shot Description Document ......... 109 Table 3.3 Schema structure table......................................................... 116 Table 3.4 Instantiated schema slot table, Having Breakfast ............. 118 Table 3.5 Instantiated schema slot table Having A Birthday............ 120 Table 3.6 Instantiated schema slot table Getting Ready (1) ............. 122 Table 3.7 Instantiated schema slot table for Financial Crisis ........... 124 Table 3.8 Instantiated schema slot table for Getting A Lodger ........ 125 Table 3.9 Instantiated schema slot table, Decorating A Room......... 127 Table 3.10 Instantiated schema slot table, Bad Lodger ...................... 128 Table 3.11 Instantiated slot table, Getting Ready (2) ......................... 129 Table 3.12 Instantiated schema slot table, Having Breakfast (2)........ 131 Table 3.13 Instantiated schema slot table, Faithful Pet Dog/Friendship- Subverted.... ................................................................................... 133 Table 3.14 Instantiated schema slot table, Leaving Home ................. 134 Table 3.15 Instantiated schema slot table, Antagonists Plan Equip.136 Table 3.16 Instantiated schema slot table, Getting Ready (3) ... Subverted........ ........................................................................... 137 Table 3.17 Instantiated schema slot table, Lodger Seeking Accommodation................................................................................. 138 Table 3.18 Instantiated schema slot table, Antagonists Plan Equip. 139
10 Table 3.19 Instantiated schema slot table, Spying .............................. 140 Table 3.20 Instantiated schema slot table, [Re-interpretative]Antagonists Heist Plan Outworked......................................................................... 142 Table 3.21 Instantiated schema slot table, Getting Ready in the Morning.. (4) Subverted.................................................................................. 143 Table 3.22 Instantiated schema slot table, Chase................................ 144 Table 3.23 Instantiated schema slot table, Escape .............................. 145 Table 3.24 Instantiated schema slot table, Chase................................ 147 Table 3.25 Instantiated schema slot table, Captured........................... 148 Table 3.26 Instantiated schema slot table, Faithful Pet DogRestored149 Table 3.27 Instantiated schema slot table for Financial Crisis-... Resolved.. .............................................................................. 150 Table 3.28 General design implications at the within schema level...... 158 Table 3.29 Slot design implications at the within schema level............ 159 Table 3.30 Design implications at the between schema level ............... 160 Table 4.1 Segmentation of Ice Cream Dream in three act form ......... 167 Table 4.2 Sample extract from the Shot Description Document.. 168 Table 4.3 Schema structure table (non-schematic elements indented) 171 Table 4.4 Instantiated schema slot table, Selling Ice Cream From Van............................................................................. 172 Table 4.5 Instantiated schema slot table,Putting Valuables Into Bank. ...................................................................... 177 Table 4.6 Instantiated schema slot table, Dream Selling (Prize ) Winning Ice cream From Van.. ............................................................. 183 Table 4.7 Instantiated schema slot table, Selling Ice Cream From Van . ............................................................................. ..187 Table 4.8 Slot design implications at the within schema level............ 195 Table 4.9 Design implications at the between schema level ............... 197 Table 5.1 Coding categories for user summaries (quotes uncorrected)207 Table 5.2 Coding categories for story summaries ............................... 210 Table 5.3 User comments citing causal elements in story summaries. 213 Table 5.4 Design implication of positive talk...................................... 220 Table 6.1 Film designer attitudes......................................................... 232 Table 6.2 Whole film design implications........................................... 233 Table 6.3 Between schema level detailed design implications............ 235 Table 6.4 Slot design implications at the within schema level............ 237
11 Figure Figure 5.1 Extract from user comment (summary relocated)207
12 Acknowledgements
My primary thanks go to Professor Andrew Monk (supervisor, University of York) for his enthusiasm, interest and insight. Primary thanks also to Microsoft Research (Cambridge) for funding the first three years of this research, and to Fabien Peticolas and Ken Wood, my industrial supervisors at Microsoft Research (Cambridge) for their interest in the project.
Thanks also to Peter Wright, Padriac Moneghan and John Mateer for their interest and for their positive challenge, as members of my Research Committee.
13 Authors declaration
I declare that all the material presented in this thesis is based on my own work. Prior to writing this thesis in its final form, the following papers were written by myself, apart from the first one listed, which had authorship as indicated.
2009 Cognitive Approaches to Entertainment and Fun Experiences. Special interest group submission accepted for CHI2008, but insufficient time for revisions. With groups approval, will resubmit to refereed international HCI conference in 2009. G. Hale with J. Hoonhout, C. Lindley, F. Myr, E. Ollila, C. Thimm and J. Verhaegh
2007 Pumping up the Fun on Web 2.0. - Can Psychology Give a Helping Hand? Presented at Towards a Social Science of Web 2.0 2007, York, United Kingdom.
2007 SIFT: Schematic Instances For Transmedia. Workshop position paper presented at ACE 2007 workshop, Transmedial Interactions and Digital Games, Salzburg, Austria.
2006 SCUSI? Story Content Using Schematic Instances: Possibilities and Problems in Using Schema Theory for Story Content Generation. Late poster presented at TIDSE 2006 workshop on interactive storytelling, Darmstadt, Germany.
2006 SCUSI? Story Content Using Schematic Instances. Workshop position paper presented at TIDSE 2006 workshop on interactive storytelling, Darmstadt, Germany.
2006 Insights into the Design of Computer Entertainment from Schemas in Film. Paper presented at TIDSE 2006, Darmstadt, Germany.
2005 What could simple computing be? The case of the electronic matchbox. Poster presented at the Microsoft, Less is More conference, Cambridge, United Kingdom.
2005 A qualitative exploration of entertainment experiences. Paper presented at ACE2005, Valencia, Spain. 14 2005 Re-conceptualising fun through viewers experiences to build new home system interfaces. Paper presented at HOIT 2005, York, United Kingdom.
15 Chapter 1. Literature review
1.1 Introduction
This chapter firstly reviews the aims and approaches of the thesis (section 1.2). Then it reviews the changing context of film and entertainment (section 1.3). The chapter then reviews the search for an integrating framework for film experiences, examining philosophical, film and narratalogical approaches (section 1.4). This review identified patterns in general and schema theory in particular as a possible candidate for an integrating framework for understanding film experiences (the thesis uses schemas for the plural, rather than the more dated schemata). The chapter then considers schema theory (section 1.5). Schema theory is examined as a suitable candidate for building a framework of film experiences with value for both researchers and designers of film and so is used in this research. The chapter then discusses the research approach (section 1.6) and concludes by identifying the initial research questions, set in the context of the literature cited (section 1.7).
1.2 Aims and approaches
This research constituted an investigation of the application of schema theory to two narrative short films (The Wrong Trousers and Ice Cream Dream). The overall aim of the research was to examine the use of schema theory (see Chapter One) in relation to developing a new approach to researching film and offering new insights into the design of film. The target audience for the research is researchers with a cognitive interest in film and film professionals involved in creating films.
The aim of the first study (reported in Chapter Two) was to investigate viewers talk prompted by the viewing of Ice Cream Dream. The approach was to show the film once right through, then show it again in sections and have the viewers report their experiences from the first viewing. The talk was 16 systematically categorically analysed, grouping speech elements into related categories. The study sought to identify what report structures viewers used in their talk, whether these report structures linked to schema theory and whether any design implications could be drawn. The study found that participants were using language that suggested they were accessing schematic elements related to the film, with participants able to summarise the film and active in building their reported understandings of the film. Nevertheless, conflicting schemas as reported in the talk reflected confusion about the films content. Design implications including identification of the active nature of the reported viewing experience, the need for visual clarity and the avoidance of incommensurate schemas. Because study one only investigated viewers talk, there was a concern that material in the structure of Ice Cream Dream of potential relevance was not being reported. This argued for a further study comprising a structural and schematic analyses of Ice Cream Dream. The lukewarm rating for Ice Cream Dream also argued for a structural analysis of a highly rated film next, as a new context for applying the schema theory approach being developed and as a case study in excellence. A schematic structural study of the highly rated The Wrong Trousers was therefore undertaken next.
The aim of the second study (reported in Chapter Three) was to schematically analyse The Wrong Trousers. After examining problems with some extant analytic methods, a systematic and schematic method of analysis was developed through the analytic process of analysing The Wrong Trousers. This approach was driven by the films content, with a particular emphasis on mid and high level structures in the film. The analysis revealed that The Wrong Trousers is strongly and causally structured around nameable aggregate schemas (breakfast as a nameable aggregate of lower level nameable action schemas such as drinking a cup of tea). Additionally, re-interpretative schemas were used in the film, which reinterpreted previous aggregate schemas. Design implications included the possibility of hiding continuity errors through fast actions, manipulating the presentation of schemas for different effects and using prototypical slots in isolation to suggest a whole 17 schema. For the next study, would this method of schematic analysis of the neutrally rated Ice Cream Dream be valuable in this new context and also link to material from study one?
The aim of the third study therefore (reported in Chapter Four) was to analyse Ice Cream Dream using the new systematic and schematic method of analysis developed in the previous study. This analysis revealed that Ice Cream Dream is weakly structured around intermittently occurring aggregate schemas, with weak causality and with some film content causally unlinked to the developing story. Linkage to issues identified in study one were also reported, such as clearly identifying the schema in use at any moment in the film, having film elements causally linked together and prompting an understanding of the protagonists problem and how the problem is solved. Design implications included the need for strong causality throughout the film, integration of all elements into the story, stronger use of aggregate schemas and a greater crisis and resolution in the films story. A concern from study one (though care was taken to prevent this) was that viewers reports might have been affected by the interview context. To deploy the schematic approach in a totally different context and therefore avoid this possibility (as well as test the approach in a new context) a schematic investigation of viewers reviews about The Wrong Trousers on the Internet Movie Database was conducted (there were insufficient reports to do such an analysis for Ice Cream Dream).
The aim of the fourth study (reported in Chapter Five) was therefore to schematically investigate viewers talk in relation to The Wrong Trousers, as reported in online movie reviews on the Internet Movie Database (imdb.com). The approach was to download the corpus of reviews, removing unsuitable reviews. The talk was then systematically categorically analysed, grouping speech elements into related categories, aiming, as with the first study of viewers talk on Ice Cream Dream, to identify what report structures viewers used in their talk, whether these report structures linked to schema theory and whether any design implications could be drawn. Reviewers talk was coded on praise, with particular emphasis on comparison with similar films and the 18 uniqueness of the production method (claymation). Almost a third of the reviews contained story summaries and these focused on aggregate schemas such as financial crisis or on elements such as lodger. Therefore story summaries (for this film with this corpus of reviews) seemed to make use of aggregate schemas as a structuring device. Design implications included using strong and causally linked aggregate schemas in the film, ensuring that aggregate schemas are strongly emotional and using schematic analysis to ensure that a film being developed compares well with other similar films already available to the viewing public.
The thesis concludes with a summary of the four studies undertaken and then details the contributions made (Chapter Six). Methodological contributions of this research include a new method of schematic analysis that could be used in film studies and film creation and the use of online content to investigate cognitive phenomena in films. Results contributions of this research show that schema theory has general value for film analysis and design, with implications for the professional practice of film professionals and design implications throughout the film (at the level of the whole film, between schemas and within schemas). The thesis concludes by suggesting that further research, as a corrective to the limitations in the research, could be focused on investigating real time viewers responses to film, structure in other films in relation to the new schematic approach developed in this research and the creation of a formal Schematic Analysis Design Method for film, extended and deepened by further schematic research on many other films.
1.2.1 Rich descriptions of film experiences
There is currently expansive growth in new types of entertainment, forms of film content and outlets for film content, facilitated by new technologies, new content and changes in context of use (e.g., Ofcom, 2007; Beer and Burrows, 2007; Hale, 2005a; Gates, 2004). These developments are creating research and design imperatives in relation to entertainment generally (not covered specifically in this research) and for film in particular, which this research 19 addresses (because of films possible generalisability on some dimensions to other entertainment, see section 1.2.1, below), to provide rich research based insights (e.g., McCarthy and Wright, 2004) for film researchers and film professionals. Indeed, other disciplines have been marked by an extension of research into areas such as experiences, pleasure, fun, entertainment, mediated experiences generally and experience design (e.g., McCarthy and Wright, 2004, Shedroff, 2001; Blythe, Overbeeke, Monk and Wright, 2003; Green and Jordan, 2002; Cherny, Clanton and Ostrom, 1997), which have relevance to considerations in relation to film.
Yet terms such as fun, pleasure and entertainment are multidimensional, hard to operationalise and subject to large individual and contextual variation (Dube and Le Bel, 2003; Vorderer, Klimmt, and Ritterfeld, 2004; Vorderer, 2001; see also Blythe and Hassenzahl, 2003). This represents a challenge to quantitative experimental work, particularly in the light of the complexity of film experiences and the desire to develop rich research insights of use to researchers and film designers. Conversely, as Bartlett suggested in his studies of remembering (1932), it might be expected that an inductive psychological and qualitative investigation (though he doesnt use the term, qualitative) would yield insights that are rich, grounded, insightful theoretically and also useful in design terms (McCarthy and Wright, 2004; for examples see Clarke and Duimering, 2006; Hale, 2006; Hale, 2005a). A qualitative approach is accordingly used in this research.
1.2.2 Choice of experiences to research
The choice of film itself to research was a challenge, given the multiplicity of entertainment experiences that could potentially be researched. Selection criteria to identify those experiences that might be most productively be researched are required. Selection criteria of mass uptake, story, maximum visual design potential and maximum sonic design potential were used in this research, as will now be discussed.
20 Firstly, the entertainment experience should have mass uptake, since a large user base maximises the possibilities for further research after this project. This means that novels, theatre, graphic novels, comics, computer games and film are potential candidates but interactive stories and pervasive games are currently not, since they remain a minority form.
Secondly, because some of the most complex and engaging mediated human experiences involve story, a structured telling that prompts responses in people, story should be a central part of the experience. Story might be expected to ensure longevity of this research in an entertainment context which is rapidly changing (Ofcom, 2007; Beer and Burrows, 2007) since the fundamentals of story are pervasive (see Bordwell, 1989; Mandler, 1984) and may be unvarying, even as the presentation of story in film and also other media artifacts becomes more sophisticated, multi-textured and distributed across different modalities. Story is still weak in computer games (strongest in adventure games but weakest in first person shooters). Computer games accordingly drop from the list of potential candidates to research, despite having good visual and sonic design possibilities, leaving novels, film, graphic novels, comics and theater as candidates for research.
Thirdly, the chosen experience should offer extensive visual and sonic design potential. Novels fail this test on both visual and sonic grounds. Graphic novels and comics have no sonic content and the visual content is static, a substantial limitation compared to film and theatre. Theatre offers visual design possibilities, but the viewpoint tends to be fixed: the audience is seated and the action usually takes place in real time on a stage, with little possibility of instant cuts in time, space and point of view. Novels, graphic novels, comics and theatre therefore drop from the list of potential candidates to research. Even if some computer games had strong story content, the best candidate from the computer games category, adventure games, suffers from a slow pace due to the conventions of the interface point and click to where you wish the character to go and watch him or her walk there, then click from a range of text based options for character behaviour a design limitation in 21 relation to fast visual events as well as a general design limitation, since pace is now under control of the user rather than the designer. Additionally, because computer games are real time, the constant visual transitions of time and space as used in film are unavailable to designers and camera viewpoints in computer games can only be partially manipulated in play, representing a further visual design limitation. Computer games therefore fail this criteria, as well as the first criteria of story. Film, in contrast, offers strong story possibilities, with unlimited visual and sonic effects and a totally free visual viewpoint that can instantly move to different times, spaces and viewpoints via cuts or other transitions. Film was accordingly used for this research.
Additionally, if it turns out that the distinctive aspects of other entertainment experiences can be included into a psychological framework for film, then such a framework may be able to make a contribution to the research of these other experiences (something to be researched beyond the scope of this project). This contribution might be expected, both because of convergence in content where film often has a central role and because of underlying psychological regularities that might span different entertainment experiences.
Film also offers the potential for rich insights into story, which could inform the research of story in other artifacts such as theatre, graphic novels and comics also not undertaken in this researh. Such insights might also have value for considering how first person shooter computer games could have enhanced story content. Film also offers the potential for rich insights into visual design possibilities for theatre, computer games, graphic novels and comics. Interactivity remains an issue in generalising from a film based framework to interactive entertainment, but does not represent an insuperable difficulty, especially as computer games already contain cutaways - essentially short filmic sequences.
1.3 The changing context of film
As well as the digitisation of film content via DVD and DVR (Digital Video 22 Recorder), film product itself has been undergoing a digital revolution. With more films being made on high definition video, the U.K. Film Council seeking to move to a digital theatrical distribution model, high definition television uptake increasing and film piracy increasing (Ofcom, 2007; Hale, 2005a; UK Film Council, 2004), more films are available digitally than ever before - and so are now more readily available for consumption on the move, whether as whole films, sequences, or stills.
Currently, developments in, and conflict amongst, new services and technologies is happening so quickly and with so many parameters of change that it defies research attempts to understand and map (Beer and Burrows, 2007; Ofcom, 2007). Three significant changes are however discernable.
1.3.1 Ubiquitous interactive devices and content
Film is now more available. In 2005, this author wrote how, in the future, digital entertainment would be available anytime, anywhere (Hale, 2005a, italics added). In 2009, digital experiences are available anytime, anywhere, principally via mobile telephones. In 2004, 86% of households in the U.K. owned at least one mobile telephone (Ofcom, 2004c). By 2007, mobile telephony at a reported rate of 100% ownership (Ofcom, 2007) had made interactive devices ubiquitous.
In 2004, 3G mobile telephones were just coming to market (Durman, 2004), with the offer of a much increased range of digital experiences for users facilitated by two 3G technical developments: always-on broadband connection at speeds of up to 384 Kb/s, with potential speeds up to 1 Mb/s (Ofcom, 2007) and high-quality colour displays. These technical advances facilitate the enjoyment of services such as fax, email, web access, videoconferencing and movie-related content such as trailers, machinima, tie-in competitions, music videos with high quality audio and multi-player mobile gaming Bill Gates view of digital entertainment, everywhere (Gates, 2004). In 2004, services were still being rolled out in time for the Christmas 23 season, with billing structures not finalised, a factor which might have hindered uptake because consumers worry about the cost of their mobile calls (The Work Foundation, 2003). By 2007, billing structures and services were in place. In 2005, 7% of users had a 3G subscription. By the first quarter of 2007, this number had risen to 11%. Additionally, in 2004 technical issues were a concern, with 3G networks sparse and slow growth predicted (Durman, 2004). By the end of 2006, 11.2% of mobile subscribers were able to connect to a 3G network, and 80% of handsets able to read XHTML code, a necessity in rendering websites for mobile telephones (Ofcom, 2007).
Although computing based devices in the form of mobile telephones are now ubiquitous, there remains a gap between the capabilities of mobile telephones and users awareness of these capabilities and a gap between users awareness of these capabilities and their use of them. For example, 44% of all users are aware their mobile telephone can access the internet, but only 13% report having done so; 27% of all users are aware their mobile can download video clips but only 7% have done so; 32% of all users are aware they can download music, but only 11% report they have done so; only 4% of mobile subscribers say they play mobile games daily (all these figures, Ofcom, 2007). Interactive devices in the form of the mobile telephone may now be ubiquitous but peoples experiences of digital entertainment, everywhere (Gates, 2004) remains partial, though potentially rising: mobile call minutes per year rose from 52 billion in 2002 to 82 billion in 2006, a 58% increase. It may be that current broadcast advertising of mobile sports services such as football video clips, new 3G handsets and the 2009 Christmas season will add both to user awareness of device capability and actual usage of this capability. These changes greatly add to the potential for film delivery to customers.
1.3.2 Web 2.0
In 2005, this author wrote about how users were creating and distributing content (including film content) via the internet (Hale, 2005a). Now discussion of user generated content has coalesced around Web 2.0 (e.g., Beer and 24 Burrows, 2007; OReilly, 2004), with users active in producing and uploading content onto the internet via such sites as MySpace, YouTube, Wikipedia, the Internet Movie Database and others (www.myspace.com; www.youtube.com; www.wikipedia.com, www.imdb.com). In 2007, YouTube, for example, reached a monthly audience of 37 million users who typically viewed 2,500 clips, a daily usage figure per person of approximately three minutes a day (Ofcom, 2007), though usage is still low in comparison to mainstream media such as television.
One feature of Web 2.0 is the re-use and personalization of existing media content such as films (Bolter and Grusin, 1999), shown most clearly in the production of videos and other entertainment artifacts by fans, involving pastiche, spoof and new contexts for familiar media offerings (e.g., Atomfilms.shockwave.com and ifilms.com for example; see also Jenkins, 2006). With Web 2.0, the consumer can be both creator and controller of content, a democratisation facilitated by availability of software based creative resources, low software costs and low technical barriers to entry, as seen in text, video and games examples:
Text: comment and information in Wikis and blogs democratised by specialist online software accessible to all
Video: democratised by the availability of low-cost video cameras, mobile telephone video and still cameras and low cost or free bundled-in computer video editing software
Games: democratised by the availability of low-cost and easy to use games creation software with point and click selection of pre-created software entities (characters, environments and properties such as weapons) with preprogrammed adjustable behaviours implemented
A number of issues in relation to Web 2.0 need further research, beyond the remit of this doctoral research. Firstly, the conception of Web 2.0 as a democratising opportunity for amateurs in relation to film is open to refinement (Hale, 2007), since there is considerable professional and semi-professional activity on Web 2.0 sites. So, YouTube hosts substantial amounts of 25 professionally produced video material (music videos, movie trailers masquerading as amateur footage). YouTube also hosts machinima short films made using computer games with in-game editors and video capture of game sequences which require high levels of technical expertise to produce and may often be created by professional programmers or dedicated media companies, as well as enthusiastic amateurs. Despite this colonisation of Web 2.0 by professionals, two of the most popular video clips on the internet, Numa Numa and Star Wars kid (BBC News, 2006) were created by amateurs using simple technologies, with simple content. Secondly, in an age of snack entertainment (e.g., Miller, 2007), story may include other messages such as the story behind the story: Numa Numa becomes a story of unexpected success and multiple versions of the original video; the Star Wars Kid becomes a story of unauthorized uploading, bullying and a law suit (BBC News, 2006; Wired News Report, 2003). Thirdly, examination of claims that story itself is changing (Cieply, 2008) as new forms of entertainment are being developed need to discriminate between story as narrated by a designer and story as created by a user in the absence of overt narrative structure embodied in an entertainment artifact, beyond the scope of this research on film. Yet there are psychological regularities in how we segment events and make sense of them (e.g., Tversky et al., 2002), so story may be more resistant to change than is currently realized. Finally, new forms of stylistic schemas are developing. Machinima film productions, for example, have stylistic signatures (schemas) as a result of the technical context from which they spring: in-game editors do not offer full control of characters, resulting in stylized, awkward and unsubtle body movements derived from a pre- programmed and limited repertoire, giving a distinctive texture to machinima productions (see Shurtleff, 2007).
Web 2.0 means that viewers can and increasingly will actively reconstitute film content according to their preferences and desires, whether as an expression of personal creativity or for other reasons. Due to its popularity as a form of mass entertainment, amateurs on Web 2.0 face increasing levels of activity and competition from professionals. In online films this may mean that 26 professionals are making use of a film grammar that has developed over the last hundred years to effectively tell stories amateur productions may suffer in comparison.
1.3.3 Convergence
Film content is now available across many devices. In 2005, this author wrote about how entertainment providers were expanding digital entertainment by increasingly integrating content from different media (Hale 2005a). By 2007 convergence the coming together of technical delivery, devices and new forms of content was a pivotal theme in discussions about communications technology and entertainment (e.g., Ofcom, 2007; Cisco, 2006), yet convergence and 3G devices and services are now mainstream. The picture is not all positive, as technical challenges identified earlier (Drucker, 2007; Peleg, 2007) and device proliferation (e.g., Oulasvirta and Sumari, 2007) remain concerns.
Convergence has been driven partly by the replacement of analogue content with digital content, which in turn has facilitated networks and devices working together with different media and potentially with each other as well as heightening broadband availability and uptake (Ofcom, 2007). These developments have together offered providers the chance to provide mixed media content, distributed in new ways (ibid.). Convergence means that triple play offerings (telephone, broadband data and cable television) are becoming common, with quad play (the addition of mobile) on the horizon (Yedwab, 2007), all offering possibilities for film creators.
Convergence is having a wholesale effect on film, through content and rights management, packaging (portals and content, bundles and channels), distribution over networks and devices, navigation to content (e.g., electronic programme guides), consumption and new forms of content (Ofcom, 2007). New forms of film content include integrated media experiences across multiple channels, offered to consumers via newspapers, websites, TV/radio, 27 mobile and so forth. Games can now include the physical world of consumers real lives, such as in the game, Uncle Roy All Around You (Blasttheory, 2003/2009). This spilling over of computer games into, and interleaving with, real life is likely to be heightened by the development of location aware mobile telephones which can be used as the basis for new multi-player games such as electronic shoot-em-ups played out in real life (Norris, 2003). Snacking forms of consumption (Pearlstein, 2008) offers producers the opportunity to slice entertainment products into many more configurations: a music CD can result in over 400 separate stock keeping units (ibid.), with multiple distribution possibilities that significantly impact on revenue generation possibilities from film.
The upshot of convergence as media companies create and market their products to generate multiple streams of revenue is that content in general and film in particular starts to come to consumers from all directions in all formats (Cisco, 2006, p.5). The snacking implicit in some delivery modalities such as mobile telephony do not necessary mean the end of traditional content creators, rather they may in fact mark a whole new beginning (Cieply, 2006), increasing the need to develop a suitable integrated framework for researching and designing film experiences in these new contexts, something beyond the scope of this research on film to consider.
1.4 The search for an integrating framework
This section starts with a brief review of philosophical approaches to experiences. Then research into film is reviewed, revealing a preference in the discipline of film studies for non-empirical and political approaches, with a limited influence of cognitive based approaches. Since there is a lack of cognitive research in film studies, the discipline of narratology is then examined, to see what research frameworks and concerns are prevalent and might also be suitable candidates for a psychological framework of film experiences. Across these different accounts, schema theory and schematic patterns were a recurring theme, making schema theory a plausible candidate 28 for an integrating framework of film experiences. Schema theory also seems to offer a suitable foundation for an integrative account of film experiences due to its psychological background. It was accordingly concluded that schema theory forms a suitable choice for an integrating framework of film and so was used in this research.
1.4.1 Philosophical approaches to experiences
Aristotles conception of experience matches the traditional approach in philosophy of experience as that a buzzing, blooming confusion of sense- impressions that, through repetition and memory, comprise the world as understood by us (King, 2003, p. 3), a cognitive explanation in terms of sense, memory and imagination (ibid.). Aquinas claims that sense perceptions provide input related to specific instances but not universal instances with the intellect abstracting from what is perceived to the universal instance by removing its individualizing conditions (King, 2003, p. 10). This abstracting process reveals the true form that lies underneath the perception, the form that is universal, in a process that takes place prior to conscious experience (ibid.). For Dewey, an experience becomes such when it becomes a whole, with its own individualizing quality and self-sufficiency (Dewey, 1934, p. 35). An experience flows and has a unitary whole though its parts can be perceived which is greater than the sum of the parts. For Dewey all experiences have an aesthetic quality to them, a structure that is only complete when the experience has finished and is created into a unity by emotion, with patterns discernable across experiences (Dewey, 1934).
A recent approach to experiences that roots itself in the conception of experience as internal and subjective a felt-life phenomenon has been put forward by McCarthy and Wright in their technology as experience account (2004; see also Wright, McCarthy and Meekison, 2003). This account aims to go beyond existing accounts: of usability and its dimensions; accounts of users as cogs in virtual machines; accounts of users as social actors and accounts of users as consumers. Instead, McCarthy and Wright focus on peoples felt life, 29 an account rooted in the emotional, sensual and aesthetic aspects of interaction. They suggest four threads of experience the sensual, the emotional, the compositional and the spatio-temporal. These strands operate wholistically as people dialogue with artifacts such as films in their use of them, making sense of their interactions by anticipating, connecting, interpreting, reflecting, appropriating and recounting (McCarthy and Wright, 2004; see also Wright et al., 2003). In this account, experiences cannot be designed, only designed for and prompted (McCarthy and Wright, 2004; Wright et al., 2003). This approach is qualitative, investigative and illustrative, seeking to capture peoples different accounts.
Despite the wide range of potential experiences available to human beings, certain structures and structuring processes can be suggested: abstraction to ideal conceptual types (Aristotle and Aquinas, reported in King, 2003) resulting in integrative wholes (Dewey, 1934) comprising patterned threads of experience built up by processes of sense making (McCarthy and Wright, 2004), with a corresponding implication that perceived boundaries between patterns facilitate their discrimination (e.g., Tversky, Morrison and Zacks, 2002). Philosophical accounts offer principles by which experiences may be had and understood but say little about specific experiences such as film experiences, with the exception of McCarthy and Wright, who use case studies to illustrate their model (McCarthy and Wright, 2004).
1.4.2 Theorising film experiences
Having reviewed philosophical and related accounts of experience, research on film experiences are now examined. As a matter of terminology, the term film experiences or just experiences will be used to stand only for film content experiences, excluding group and contextual aspects, such as when a group of friends watch a film in a cinema.
Film, with its strong visual sense, structured approach to storytelling and popular accessibility, is a paradigmatic example of visual story telling, a 30 mimesis of real life in an immersive and intense experience. Directors structure the screenplay, shooting script and final film for impact, removing uninteresting material, intensifying interesting material and seeking to foster engagement through compelling story, interesting characters and appropriate use of music (e.g., Boorstin, 1995).
Enjoyable movie content can therefore be typified as exemplifying strong narrative drive, with interesting characters, structured visual elements controlled by a technical grammar, evocative music and affecting sounds. Movies can also be characterized in an age of ubiquity, convergence and Web 2.0 by delivery platform interconnectedness (forms of the movie are available across different media such as websites, mobile telephones, print media and computer games) and cultural interconnectedness (by referencing other movies through the use of similar scenes or by dealing with current political issues etc., Bolter and Grusin, 1999). The elements of a film working together prompt cognitive and emotional engagement, the experiential gestalt of a flow experience (Csikszentimihalyi, 1990). Films may therefore be conceptualised as experience machines (see Tan, 1996), or at least, machines for prompting experiences (e.g., McCarthy and Wright, 2004). It might be thought that a psychological approach would have been a natural choice of method for researchers in film studies. In fact film studies, due to its own politicised disciplinary culture never fully embraced psychological approaches, as will be discussed shortly.
Early work on film focused on quasi-experimental psychological work on editing, carried out by Russian filmmakers such as Kuleshov and Pudovkin in the early twentieth century (Carroll, 1988). The first attempt to articulate a psychological perspective and a psychological research programme on film experiences was by Munsterberg (1916) at a time when films were black and white, without sound and with leaders cards with story sentences on them accompanied by live music. After detailing the developments of film technology, Munsterberg considered aspects of the film itself. The very nature of the film medium meant that, in contrast to the theatre, it could use real 31 backgrounds, change these backgrounds very rapidly by means of editing, show an unfolding story involving more than one location with interleaved scenes, use special effects to make impossible actions possible (ibid., chapter two, online version) and direct the attention through the use of close- ups to certain parts of the film (ibid.). Munsterberg considered the factors of importance to understanding the film experience were depth and movement perception, persistence of vision (his explanation is couched in terms of afterimages), attending and directed attention, emotional intensification and the effects of memory on the viewing experience to be important though he asks more questions than he offers answers.
Munsterbergs attempt to define a psychological and empirical programme of enquiry for film experiences was almost totally neglected by film researchers, being uncited in Arnheims work on art films as art (1933) and not cited until Bordwell (1985). Film researchers were interested in different questions and it would only be in 1985 that a cognitive approach was again suggested by a film studies specialist (Bordwell, 1985). The intervening period between Munsterberg and Bordwell (see Anderson, 1996; Noel Carroll, 1988) consisted of explorations of whether film was art and consequently whether directors as the integrating intelligence behind films were artists, in the 1950s. This was followed by investigations of film as language in the 1960s and 1970s, attempting to use semiology as a means of political engagement (Carroll, 1988) together with critical theory approaches shaped by Freud, Marx and feminism. In these approaches, films were conceived as being watched by viewers who had things done to them, as opposed to being active in processing and constructing the films (Bordwell, 1985). The final destination of film theory was a post-modernist approach where narrative became local and nothing generic can be said about it (Anderson, 1996; Carroll, 1988). Scientific or biology based approaches to film viewing were viewed with suspicion because of their scientific provenance and the concern about repressive consequences (Carrol, 1988; Bordwell 1989b).
The growing concern of two influential film scholars in the mid to late 1980s 32 (Bordwell, 1985; Carroll 1988) about the ambiguity and unverifiability of existing film theory led them to a reappraisal of the value of empirically founded research. This reappraisal resulted in the limited promulgation of a tentative cognitive approach to film by Bordwell, in contrast to the prevailing political approaches (Bordwell, 1989b; see also Anderson, 1996).
Bordwells cognitive perspective was part of his larger project to formulate a poetics of narration (Bordwell, 1985), where narration was defined as the activity of selecting, arranging, and rendering story material in order to achieve specific time-bound effects on a perceiver. (ibid., pp. xi). For Bordwell, critical film theory underestimated the importance of the work of the spectator he argued for active viewers, his or her experience is cued by the text, according to intersubjective protocols that may vary (ibid., p.30), a constructivist view of processing involving both top-down and bottom-up processes (Bordwell also cites Bartlett, 1932), with schemas guiding the hypothesising of viewers (ibid.).
In Bordwells account (1985), schemas are central: they are knowledge structures which are characteristic of a concept or category, embodied in prototypes, the essential structures of which can be applied to many different situations (ibid., p. 34). Bordwell suggests that some schemas function as templates (ibid., p 35) that control and shape viewer processing by supplying an interpretative framework, such as the schema for the universal or canonic story which in 1985 Bordwell questioned the universality of but in 1989a accepted (Bordwell, 1985, 1989a). This universal story consists of setting plus characters-goal-attempts-outcome-resolution. (Bordwell, 1985, p. 35), comprising schematic assumptions about the story and plot, processed by means of other perceptual schema related to people, actions and locales (Bordwell, 1985). In Bordwells account plot is altered to create effects in viewers, with other schemas operating to supply rules for interpretation or as stylistic templates. Bordwell draws a distinction between story and plot: story is everything that could have happened in the storyworld (not the film per se) from the chronological start of events in the story world to their end, as if the 33 events had flowed in an unbroken sequence. Story is not presented to viewers, rather plot is the actual form in which the story is presented. For Bordwell, the semantic content, the structure of schemas and the processing of schemas (Bordwell, 1985; Bordwell, 1989a) are all important with viewers building semantic structures that effect how they sample on screen data (ibid.). This run-time activity by viewers results in a representation of the unfolding film that also guides perception and comprehension, with the central goal of the spectators being to create a meaningful story for themselves:
the spectator seeks to grasp the filmic continuum as a set of events occurring in defined settings and unified by principles of temporality and causation. To understand a films story is to grasp what happens and where, when, and why it happens (Bordwell, 1985, p. 34)
Noel Carroll, writing a few years after Bordwells 1985 contribution, starts his account with a fundamental philosophical critique of contemporary film theory (as already discussed above, Carroll, 1988). In the politicised and for Carroll non-verifiable body of film theory, spectators were influenced ideologically to uphold capitalism (ibid.). For Carroll, however, film is less about ideology, codes and conventions and more about, amongst other complex issues, the fact that on-screen structures can be representational in the way that our normal perception is (ibid., p. 131).
Both Bordwell and Carroll want to avoid the dangers of theories that seek to explain everything about film. They share a methodological concern for soundly rooted theory (Bordwell, 1985; Carroll, 1988) that tell us verifiable things about the film experience. Writing a few years later, Bordwell (1989a) compares the cognitive approach to the film studies approach, in part defending the cognitive approach from claims that it is based on scientific ideology and therefore suspect. He points out that film scholars have ignored the scientific background of some of their own theoretical positions: film studies is a hermeneutic discipline[in which, therefore][t]heoretical doctrines that themselves are cast in narrative formare special favorites, telling stories that only describe phenomenon (Bordwell, 1989b, p. 17). These stories form a 34 descriptive meta language, but as Bordwell points out, descriptions are not explanations and a cognitive account has advantages over critical theory (Bordwell, 1989b), since it can identify problems and propose hypotheses. It also has practical value he cites work on colour perception and it can integrate research from other disciplines such as narratology (ibid.). Neither Bordwell or Carroll seem to fully subscribe to a cognitivist approach.
Bordwells (1985) account is, by his own admission, incomplete it does not include emotion, aesthetics or the theory of art. From the mid 1990s to the early 2000s, a number of attempts have been made to offer a fuller account of film experiences (e.g., Anderson, 1996; Tan, 1996; Perrson, 2003; Smith, 2003). These more recent works have sought to build on more verifiable accounts examining ecological approaches where the experiences of a film maps onto natural perception (Anderson, 1996), focusing on emotion as a prompted and spreading phenomenon that occurs and reoccurs throughout the entertainment artifact (Tan, 1996; Smith, 2003) or detailing a large variety of research findings from psychology applied to specific filmic phenomenon but without an integrating and organising framework (Perrson, 2003).
These modern approaches have problems. Firstly, the marshalling of research is not always done within the context of an integrating framework: there may be a focus on cognition or emotion or perception. Secondly, emotional response are seen as correlated with content rather than prompted by it content and experience are thus inappropriately conflated. Thirdly, there is a lack of context, with deracinated accounts offered rather than theoretically grounded empirical frameworks that engage with the phenomenology of the felt life (McCarthy and Wright, 2004), which represents a paradoxical disappearance of actual viewers from the experience. Fourthly, these frameworks work back from psychological principles to films, resulting in loose generalities, representing a paradoxical disappearance of any linkage to the actual film content of specific films. Finally, these accounts do not seem to have resulted in a productive research programme (see Persson, 2003 on valuable theory). 35 Does schema theory give purchase in considering that other discipline of relevance to stories, narratology? The following section examines this issue.
1.4.3 Narratology
Narrative has been defined as an artificial encoding of a series of linearly organised causal relationships (Pinchbeck and Stevens, 2005, p.3) and can be defined as a type of script, that is a type of grammar that can be extended across different media (ibid., 2005). Stories enjoy special status over other forms of text, being culturally universal and particularly easy to remember (Graesser, Olde and Klettke, 2002). Also, comprehension of narratives has been shown to depend on regularities across individuals, cultures and media such as folktales, stories and comics (ibid.). It may in part be that stories are artifacts that have been both culturally and individually internalised, facilitating their processing. Alternatively, effective processing may be caused by the fact that narrative maps onto everyday experiences (Graesser et. al., 2002, p. 16; Graesser, Murray and Trabasco, 1994). Stories are universally distributed and there is a universal story structure that is widely distributed across folktales and other stories that consists of a protagonist, who has a goal, comes into conflict with an antagonist, taking action, which results in a final consequence (e.g., Hiltunen, 2002; Graesser et al., 2002; Mandler, 1984). Narrative can be broken down into actual events (the fabula or story as it would be if it unfolded in real life, the event structure) and the version of events as narrated by a narrator (the sjuzet, the discourse structure, the plot).
Functionally, all stories share the common function of someone telling something to someone about something (Kearney, 2002, p. 5, italics omitted). But what are these somethings and what do they become? Defining narrative as encodings of organised linear relationships (see above, Pinchbeck and Stevens, 2005) or events arranged in time-sequence (Forster, 1927, p. 44, 87) does not seem fully satisfactory to tell us what story is, the first definition because it lacks reference to the totality of the story, the second because it omits causality. Cohan and Shires (1988) offer a fuller definition: 36 Story consists of events placed in a sequence to delineate a process of change, the transformation of one event into another. An event depicts some sort of physical or mental activity, an occurrence in time (an action performed by or upon a human agent) or a state of existing in time (such as thinking, feeling, being or having). The eventsbelong to a sequence[which]contains at least two events, one to establish a narrative situation or proposition, and one to alter (or at least merely to differ from) that initial situation. (Cohan and Shires, 1988, pp. 53-54, italics in the original)
Key terms in this definition are: events resulting in situations; sequence; change; human agent; initial situation and altered situation (i.e., the ending situation). Such a definition might suggest a two fold structure. In fact Cohan and Shires quote approvingly from Todorov (1977) following the quote (above), who outlines a three fold structure of a starting equilibrium, a state of disequilibrium, and an ending state of equilibrium reestablished. It is therefore more likely that Cohan and Shires (1988) are actually outlining a three stage model which matches Todorov (see Todorov, 1977), an event which alters the initial situation creates disequilibrium, resulting in a third stage of a new equilibrium, the altered situation that is not the same as the initial situation. This gives the following working definition of story, used for the rest of this thesis:
A story is a causally linked sequence of at least two events, establishing at the minimum three situations of an initial equilibrium, a disequilibrium and a new equilibrium, which happen to or is performed by one or more characters.
In this definition, the term characters replaces human agents (Cohan and Shires, 1988) because in stories characters may be animal, alien or personified objects such as buildings or weather states such as storms. Additionally, a term such as characters implies personality and influence and a term such as events implies a context of time and space (location).
In what follows (section 1.4.3.1, below), we first consider Aristotle, who has had high impact on thinking about stories. Then modern narratological story approaches and issues in relation to story are reviewed (section 1.4.3.2, below). 37 These sections show that schema theory and schematic approaches to patterns have value and influence in the study of story, as they do in areas already considered above (sections 1.4.1 and 1.4.2). Following the work on Aristotle and modern narratological approaches, we move to consider schema theory within the discipline of psychology (section 1.4.4 below).
1.4.3.1 Aristotles Poetics
Aristotles Poetics has shaped consideration of story for centuries and has been influential on film (e.g., Howard, 2004; McKee, 1997/1999; Hiltunen, 2002). It has particular relevance for film structure (see below, investigations two and three) and also for viewers talk (see below, investigations one and four; more specifically in this thesis see the listings in section 1.7, below). For Aristotle, the first essential, the life and soul, so to speak, of Tragedy is the Plot; andthe Characters come second (Bywater 1920/1929, p. 38, capitals and punctuation in all quotes from Bywater as in the original), with Spectacle (ibid., p. 39) mattering least. The work should consist of an action that is complete in itselfwhich has beginning, middle, and end. (ibid., p. 40) suitable to the length of the story and its causal needs (ibid., p. 40). Wholeness also involves connection and causality (ibid., pp. 42-43), where the removal or move of one incident (ibid., p. 42) within the story will disjoin and dislocate the whole. For that [incident] which makes no perceptible difference by its presence or absence is no real part of the whole. (ibid., p. 42-43). Also important are reversal (Peripety in Bywater, see p. 46) and recognition (Discovery in Bywater, see p. 47). Reversal is a change in the situation from one state to its opposite, recognition is a change from ignorance to knowledge, which implies surprise (ibid., pp. 46-48). A third part of plot is Suffering (ibid., p. 48) an action of injury or death (ibid.). The protagonist makes a mistake (ibid., p. 50) with negative consequences, with the emotions of the viewer being best aroused by the story rather than the Spectacle (ibid., p. 52). Aristotle also states that the Dnouement (ibid., p. 57) should come from the story, not from artificial means (ibid., p. 57). Finally, the story should always be probable, [a] likely impossibility is always preferable to an unconvincing 38 possibility (ibid., p. 84).
1.4.3.2 Story issues in modern narratology
Various terms have been used to try and identify the psychological state that readers go into when reading a narrative, such as transportation, trance, presence and flow. Transportation (Green, 2004) is where a reader engages with the narrative world at the expense of the real world. Trance, in a context of listening to stories, has characteristics such as: the experience seems real, there is a lack of awareness of self and surroundings, people are receptive and time seems distorted (Sturm, 2001). Presence:
is an emergent property of a combination of cognitive and perceptual processes and stimuliindicat[ing] that a relationship has been established between stimuli within an organisms frame of referencea snapshot of the organisms management of active schemata(Pinchbeck and Stevens, sections 1 and 2.2, 2005).
A concept that embodies many of the above features is flow (Csikszentmihalyi, 1990) which is marked by immersion and pleasure, though flow is difficult to operationalise in practice.
People understand stories through constructing meaning, focused on interest and inference. Interest has been conceived by researchers as being divided into individual interest (the personal interests of human beings that develop slowly) and situational interest (interests elicited by stimuli that are generated quickly), with a further distinction of interest referring to interest whilst awaiting the outcome of an event and interest following the outcome of an event (interestingness and interestedness, Frick, 1992; see also Kim, 1999). Interest is not a singular construct but is related to information which changes a persons beliefs (by this is meant not necessarily large scale belief about life but beliefs about, for example, the trajectory of the story, see Frick, 1992) and prompts causal bridging inferences (Kim, 1999, p.57). Inference has been conceived as effort after meaning (Bartlett, 1932, p. 20) focused on coherence and explanation and driven by the readers goals (Graesser et. al., 39 1994; Bartlett, 1932). Coherence building is partly a run-time comparative process where a reader seeks to build a coherent situation model at local and global levels, resulting in a structure that can be organised hierarchically up from episodes, chunks, super-chunks and thematic points (Graesser et. al., 2002. p.21 on online version from which the above is taken). Explanations refer to the why issues in the story, such as why agents perform certain actions. These processing strategies are relatively automatic (ibid.).
Empathy also affects how people understand stories. Empathy is the taking of another persons psychological position (Coplan, 2004). Research shows that readers of fiction privilege an imagined position near the protagonist and that readers explain the emotions of characters by particularly focusing on one character (Coplan, 2004).
From empirical work, narratologists have considered six levels of discourse that are constructed in the mind of a reader (Graesser et al., 2002, from which the following paragraph is drawn). The first is the surface code, the explicit form of the text. The second is the textbase, a compact version of the surface code in propositional form. The third is the situation world, a mental model about the different elements of the story such as location, chronology etc., and inferred or added (ornamentation) details of the story, with the causal chain in the story remaining longer in memory than the ornamentation (ibid.). The fourth element is that of thematic point. Thematic points are difficult for human beings to delineate within an unfolding experience. People find it easier to do this afterwards and easier still to recognize whether or not a theme is appropriate for a story (ibid.). The fifth element is agent perspective, which refers to the understandings that a reader has of each character whereby each agent (character) speaks, knows, acts and experiences emotions. The sixth element is genre, classifications of narratives according to their type. Graesser et al. (2002) also identify pragmatic context as important, by which they mean that the context of the delivery of the narrative supplies conventions that assist in both telling and receiving the story.
40 1.5 Schema theory
A recurring theme in these accounts is schema theory, which appears in different forms, either explicitly (e.g., Bordwell, 1985) or as patterning phenomenon that can be interpreted in schematic terms (e.g., Tan, 1996; Smith 2003) or levels of understandings and characters (Graesser et al., 2002). Schema theory also seems suitable, as against other accounts which have provided psychological research backing for isolated and atomised film phenomenon (e.g., Perrson, 2003), to provide an integrated account of film phenomenon.
1.5.1 History of schema theory
Schemas were originally propounded by Bartlett (1932) as a structuring mechanism in his studies of perception and memory (Bartlett claims inspiration from an earlier model of proprioceptive schemas, but it has been suggested that Bartletts model is qualitatively different from that model and therefore original, Brewer, 2000). In Bartletts account, schemas relate to an active organisation of past reactions, or of past experiences (Bartlett, 1932, p. 201), facilitated by the effort after meaning (ibid., p. 20) and built up by repetition (ibid.). Schemas serve to adaptively facilitate and organise perception and memory by minimising cognitive load and facilitating speed and accuracy of response.
Bartletts conception of schemas did not find universal favour, a premature burial of a healthy corpse (Rosa, 2000, p. 47) but was revived in the computational work of Minsky on frames (1974). This work was followed by work on script theory (see Abelson, 1981) and work on knowledge representation, using models of the outside world, enabling rapid processing of external stimuli (Rumelhart and Norman, 1985). Schema theory and its related correlates such as frames and scripts are not the only theoretical conception of how human beings represent meaning. Developed separately but sharing related concerns with schema theory was the concept of mental models (e.g., 41 Craik, 1943; Johnson-Laird, 1983).
Schema theory has also been used to study problem solving (VanLen, 1989). It has also been used to study memory organisation, word order effects, actions and story understanding, to name a few applications (De Beaugrand, 1982; see also Saito, 2000).
1.5.2 Structure of schemas
Structurally, schemas are conceived of as consisting of a fixed part and a variable part. The fixed part of the schema map the unvarying elements. The variable parts consist of those elements where the specific problem is different from the initial schema, requiring changes to that schema. The architecture of schemas can be delineated more precisely, drawing on VanLehn (1989) in this paragraph, in his work on problem solving. Schemas have two parts, which operate in three stages. The first part of a schema is the prototypical problem schema (the initially activated schema), with two stages of use. The first stage of use occurs when, upon presentation of a suitable stimulus, a schema is selected, it suddenly pops into mind[the] triggering process is not well understood (VanLehn, 1989, p. 546). The second stage of use is when the problem schema is instantiated to the given problem by being specifically shaped and elaborated in the given context. The points of change are conceived as slots which are filled with the new elements that are unique to that problem, the fillers or slot content (e.g., VanLehn, 1989). The second part of the schema is the solution schema, which is developed in the third stage of schema use as the schema is used to find a solution of the problem. At any one of the three stages other schemas can be triggered, if required. This notion of stages is not to be taken as meaning that people are always rational optimizing problem solvers, some human beings may approach problems using non-standard sequences of operations (ibid.). Until the problem is solved, the activation of schema remains tentative and subject to change, so an ongoing process of schema search may take place until the final schema is chosen and proves successful (ibid.). 42 Schema theory therefore attempts to gain purchase on the patterning of mental representations and how these patterned mental representations facilitate cognition in different contexts. Schemas are organised into conceptual groupings that come into existence at many different levels in the process of watching a film, ranging from low level perceptual related to boundaries (e.g., Intraub, Bender and Mangels, 1992) to that of generic universal story structures (e.g., Bordwell, 1985) and story elements (e.g., Graesser et al., 1994; Graesser et. al., 2002; Hiltunen, 2002; Mandler, 1984; Frick, 1992; Kim, 1992). Schemas enable a viewer to identify a visual arrangement of shapes as a human being, then categorise these human beings as specific people such as Jo Smith. Viewers then develop on-line (Graesser et. al., 1994) an instantiated schemata of Jo Smith as the film unfolds, with inferences made from her looks, clothes and particularly her speech and behaviour as to what type of person she is. Further schemas are triggered as she interacts with other characters. These are in turn linked to the understanding of plot as the viewers engage with the film (or book, ibid.) in the unfolding stream of moments. Plot schemas are themselves organised by higher level schemas that viewers have absorbed from long exposure to commercial feature films (e.g., Howard, 2004; McKee, 1997/1999), including schemas related to genre expectations and schemas built up in the process of engaging with specific teasers, trailers and other advertising material for the film in advance of its release.
1.5.3 Schema in films and viewers reports
With reference to this research, schemas can be divided into two main types, focused on where they are found (film content or human minds though we have no access to human minds and in fact deal with viewers reports). Schemas consisting of patterning in artifacts (film) are referred in this research by the term film schemas or just schemas if the context is unambiguous. Schemas consisting of patterned psychological effects in peoples minds are referred to simply as schemas.
43 An advantage of schema theory is that schemas have a rudimentary but flexible architecture. This architecture becomes dense when the particularities of the specific context in which the schemas are triggered and deployed are considered. This suggests that schemas should be a good vehicle for handling specific film content in a meaningful and theoretically useful manner.
An issue with schema theory is that it would seem to have no mechanism for identifying transitions between schemas it lacks any process to select one schema type over another at the point at which a stimuli is presented (e.g., Anderson, 1996). Schema theory would seem to explain only the elements, not the sequencing of these elements into ''threads of experience (McCarthy and Wright, 2004). This issue can be addressed, firstly, by supplementing schema theory with other empirical work such as event perception research and constructivism (e.g., Zacks and Tversky, 2001; Graesser, Murray and Trabasso, 1994). Secondly, schemas have a hierarchical multilayered and interlinked structure and it seems reasonable that causal links and accepted story schemas may act to integrate different schemas. Any schema based account of visual story experiences such as those promoted by film must incorporate such an explanation. This research does not examine perceptual schemas related to character identification and other low level phenomenon.
1.6 Choice of research approach Philosophical work identifies the importance of cognition (e.g., King, 2003; Dewey, 1934) and the importance of a wholistic phenomenological account (McCarthy and Wright, 2004) but philosophical accounts tend to be generalist, focusing on the importance of cognition and differences in sensually perceived objects as a basis of categorization and therefore discrete experiences (Dewey, 1934), though some accounts explicitly engage with specific content (McCarthy and Wright, 2004). Narrative work focused on schematic elements in story, such as the universal story (e.g., Pinchbeck and Stevens, 2005; Mandler, 1984; Bordwell, 1985) offer possible ways of breaking these down into smaller aggregates, such as acts, as does Aristotle in his Poetics (Bywater, 44 1920/1929; Else, 1957). Nevertheless, at the lower levels of granularity (without looking at individual purely perceptual schemas such as man, woman or dog) such accounts still can tell us little about actual film content and how it works together a promise which is only held out by narrative accounts, but not currently fulfilled by them. Other attempts have been made to develop an integrated framework, such as Bordwell (1989a) in his account of meaning making in film criticism. This account identifies the centrality of semantic fields, processed by means of a series of informing processes and cognitive hypotheses, with category schemas (such as genre), personification schemas (schema that are related to people, such as film maker style) and text schemas (such as journey). The problem with this framework that it is highly abstract and has little to say about the actuality of film content or how the schemas interact and outwork in the moment by moment unfolding of the film, falling foul of Bordwells own criticism of film theory (1985). Schema theory, if used to investigate schemas in viewers talk and film content, seems to be suitable for meeting the desideratum of an approach which integrates and is integrated by existing research based theory, supplying an underlying and productive rationale for a powerful research agenda that can inform some of the less well researched issues related to viewers experiences of film. Other multidisciplinary empirical findings can then be integrated as needed for a new account of film content experiences. A framework for implications for design will also be constructed through the programme of research undertaken and reported in this thesis, drawing on schema theory.
There are a number of different ways this research could proceed. A guiding principle is the need for suitability not just for film researchers but also for film designers (scriptwriters, storyboarders and directors). This precludes investigations using physiological measures, brain scanning and pure experimental and quantitative approaches, since specialist equipment and techniques would be required. Also, such methods may report specific physiological measures but give little insight into the phenomenological reported content of film experiences, a prime concern of this research. 45 Investigations of viewers talk would seem to be suitable, being relatively portable and accessible for film practitioners. Having viewers report during the film is problematic because such talk is likely to disrupt and reshape the reporting possibilities, as well as interfere with the processing of the film. Reports on the film immediately afterwards face the challenge of plausible yet inaccurate reconstructions given inadvertently by participants. Yet this challenge can be mitigated. Firstly, participants can be told at the start of the session that it is permissible to have nothing to report on a given scene, thereby avoiding the pressure that can lead to production of plausible reconstructions. Clearly the content of all reports will not consist of such plausible reconstructions subjects may have strong memories of a particular part of an experience that is closely linked to specific film content (such as the way an actors acting was poor or a visual or sonic element in the film was unclear) such that the strength of the feeling, the correlation to specific film content and the close temporal contiguity of event and report argue for the veracity of the report and therefore successful avoidance of this danger. Secondly, questions should be asked during the session to assess this possibility. Thirdly, viewers talk is work that they do, it is still meaningful since it reflects how they are framing their discourse of specific film content, whatever the precise relationship of their internal experience to this content at the time of viewing (something that may forever elude researchers, given its hidden and internal nature). Therefore an approach to viewers talk that makes use of post film interviews, with playback of scenes and careful use of prompts to avoid plausible reconstructions is appropriate.
Investigations of actual film content would seem to be also called for. Investigating this content within the context of design choices that directors and other film professionals make during the course of writing the script and film production might be suitable. This implies either an ethnographic approach or a series of extended interviews with scriptwriter, director and others. Yet there are significant barriers to such an approach:
46 Commercial film making is a highly time and money pressured environment, with often stringent demands of confidentiality. Research access is unlikely to be given. The number of design artifacts produced in a commercial film production would challenge even the resources and disciplinary expertise of a substantial team of researchers. The time scale of a commercial feature film is also challenging, often taking two or more years from idea to screen. The only viable possibility would be for a film director to also be lead researcher coordinating a team of researchers at the same time as making the film, an unlikely combination of expertise. There was not time in this research to wait for films to be made: both the films used here had already been created.
A different approach is to consider the artifact as embodying both the explicit and implicit knowledge of the designers (Ramduny-Ellis, Dix, Rayson, Ondoti, Sommerville and Ransom, 2005). This results in the need for a direct analysis of film content, without reference to the individuals and processes involved in the production of that content. This approach was used in the present research (see Investigations Two and Three, below), using a analytic method developed iteratively during the course of the project, linking this to relevant extant literature and deepening it through engagement with the findings from the research investigations as they unfolded.
Two short films were used in this research (Ice Cream Dream and The Wrong Trousers, Walia, 2003; Park, 1993). The choice of short films was dictated by time constraints, since the time costs associated with using feature films for the research are too great for a three year doctoral project involving only one researcher.
This research proceeds on three fronts. Firstly, an attempt to assemble material from disparate research sources into an integrated framework, whilst avoiding the danger that such a framework might prove heuristically fruitless at the desired level of explanation i.e., it might not adequately address the issue of what makes a good movie content experience or the framework might be too abstract or theoretical for the task at hand, it might lack heuristic power in the real world. Secondly, qualitative investigations of film viewing, with the aims 47 of identifying themes, issues and ideas as expressed in viewers talk about movies. Thirdly, an examination of film content.
As well as developing a research approach, a further objective of the research is to develop design implications for film content. Such a framework could have wide applicability for a range of devices and technologically mediated contexts where engagement, character, visual design and story are crucial, issues not currently examined in this research project.
1.7 Initial research questions
This paragraph reiterates the three fold focus of this research on film structure, viewers reports and design implications. As indicated above (section 1.4.3), all stories share the common function of someone telling something to someone about something (Kerney, 2002, p.5, italics omitted). The first dimension of story, the someone telling somethingabout something, with the narrator and the artefact the films in this research treated as equivalent (see Ramduny-Ellis et al., 2005, above) resulting in the need to consider structure in film. The second dimension of story, the someone who is being told something, results in the need to consider the viewer of the film. In line with the concern stated in the Aims and Approaches (section 1.2, above), both of these dimensions result in design implications. In what follows, the dimension of viewers talk is dealt with first (this being the first study, reported in Chapter Two, below), though it is recognised that some of the structural issues subsequently mentioned can also be expected to influence viewers reports on film. The following two paragraphs briefly review the literature already dealt with above, as the context for the initial research questions that formed the starting point for the whole research.
In relation to the research questions about viewers talk, the dimension in story who is the someone (1.4.3, above) who is being told something, this research focuses firstly on viewers talk. Viewers as active agents disappeared from film studies with the lack of interest in Munsterbergs (1916) 48 psychological approach to film viewers were seen as passive recipients of theoretically based positions in film studies (see Bordwell, 1985). It might be expected that participants would talk of fun (e.g., Blythe and Hassenzahl, 2003) and seek to relate to the film experience as a whole (e.g., Dewey, 1934), with clear boundaries benefiting the reported experience (e.g., Tversky et al., 2002). A viewer wishes to enter a trance, transportation or flow state (Sturm, 2001; Green, 2004; Csikszentimihalyi, 1990), seeking to build up a coherent model of what is going on in the film (e.g., Bartletts effort after meaning, 1932, p. 20), with any interruptions to this being possibly perceived as negative. The use of the universal story structure in a film may benefit reported understanding, especially if strong causality and wholeness (e.g., Pinchbeck and Stevens, 2005; Aristotle in Bywater 1920/1929) are in evidence, with the protagonist making a mistake with negative consequences (Aristotle in Bywater, 1920/1929). These issues in relation to viewers talk about film and the design issues that are linked to such talk relate to the first group of three research questions that formed the initial starting point of this research. Since it cannot be assumed that schemas structure viewers talk, the first question about viewers talk relates to examining the content structures that organise the viewers talk. The second question examines whether these content structures map onto schema theory, with the third question considering design implications. The answers to these three questions related to viewers talk are particularly dealt with later in the thesis (see sections 2.3, 2.4, 4.3, 4.4, 5.3). The three questions in relation to viewers talk are therefore:
What are the report structures that viewers use when they talk about film content? Do these report structures map onto schema theory? Can a set of design implications be developed from viewers talk findings?
In relation to the research questions about film structure, film studies largely considered film structure only through critical theory based approaches (Bordwell, 1985). The telling of the story (plot, Bordwell, 1985) is important, with the universal story structure suggesting that narrative film would benefit 49 from a protagonist with goals, conflicts with antagonists and actions by the protagonist resulting in a final consequence (e.g., Graesser et al., 2002). Structure could therefore consist of as a minimum: an initial equilibrium, a disequilibrium and a new equilibrium which happens to or is performed by one or more characters (see above, section 1.4.3). From Aristotle (Bywater, 1920/1929, see section 1.4.3.1 above) effective structure should not use mere spectacle solely to create effects, should have wholeness (parts cannot be removed from the story without damaging it) and should demonstrate causality (events should succeed each other according to probability and need, see also Pinchbeck and Stevens, 2005). Also, Aristotle suggests that the protagonist should make a mistake, there should be a consequent complication and then an unravelling of this mistake in the story, with no visible introduction of irrational or absurd parts usually (Bywater, 1920/1929). These issues of structure and the design issues that are linked to them relate to the second group of three research questions that form the initial starting point for this research. Since it cannot be assumed that schemas structure films, the fourth question relates to examining what content structures organise the films used in this research. The fifth question examines whether these content structures map onto schema theory, with the sixth question considering design implications. The answers to these questions about the structure of the films are particularly dealt with later in the thesis (see sections 3.3, 3.4, 4.3, 4.4, 5.3). The three questions in relation to the structure of the two films are therefore:
What are the content structures that organise the film? Do these content structures map onto schema theory? Can a set of design implications be developed from film content structures findings?
The first study examined viewers talk on the short film, Ice Cream Dream. This is reported in Chapter Two (following). 50 Chapter 2. Investigation one viewers talk on short film Ice Cream Dream
2.1 Introduction
The extensive expansion of entertainment possibilities in relation to film content through the internet and other factors (Chapter One, above), presents the need to develop new research and design insights into viewers reports on film content. Yet cognitive approaches to film have been a minority position in film studies, with no integrated frameworks based on schema theory in relation to film being fully developed, despite the influence of schema theory in this and related areas (Chapter One, above).
The focus of this first investigation was therefore to explore viewers reports about how film prompts individual experiences. This focus is not intended to suggest that all viewers will think and feel the same things at the same time, a deterministic and mechanical model (see McCarthy and Wright, 2004). Rather it means that the experiences prompted by the film have been sufficiently similar for the viewers to be able to talk meaningfully in a similar, as opposed to uniquely individual (e.g., Scheurich, 1995) fashion about the film and their responses to it.
Specifically, this investigation sought to answer the three initial research questions related to viewers talk, which are also particularly addressed in study four (see section 1.7, above). Questions related to film structure (the last three questions at section 1.7, above) are particularly dealt with in studies two and three, below. The first question in this study concerned the conceptual structures that might be reflected in viewers reports of film content experiences: What are the report structures that viewers use when they talk about film content? (research question one, section 1.7 above). The second question concerned the linkage of these report structures to schema theory: Do these report structures map onto schema theory? 51 (research question two, section 1.7 above). The third question related to the design of film content: Can a set of design implications be developed from viewers talk findings? (research question three, section 1.7) above. These questions will be revisited in the fourth study. Links between structural and viewers talk findings are reported throughout the results and discussions sections for each study, as indicated in detail above (section 1.7).
2.2 Method
2.2.1 Design
The design was a qualitative category analysis, drawing on a grounded theory approach to build theory, using post-film semi-structured interviewing. A grounded theory approach (Glaser and Strauss, 1967) was incorporated because it explicitly integrates theory building, offering the freedom to investigate and follow up a range of phenomena at a range of levels of granularity, rather than being focused at a fixed level of granularity that an approach such as conversation analysis would offer. Theoretical sensitivity (Glaser, 1978) meant that the analysis was focused on issues in relation to schema theory. Detailed procedure in relation to analysis can be seen below (sections 2.2.6 and 2.2.7).
2.2.2 Ethical issues
The project was assessed for ethical issues according to the guidelines of the Ethics Committee of the Department and in accordance with the British Psychological Society Code of Conduct in relation to research with human participants. There were no threats to values or dignity, since the film contains no offensive content. Informed consent was obtained beforehand via the consent form after an explanation of the aims of the research and participants were offered the chance to withdraw if, after this explanation, they no longer wished to participate. No participants in this investigation 52 chose to withdraw.
2.2.3 Participants
Ten participants took part in the investigation. Seven were female, three were male, age ranged from twenty-one to thirty (M = 23.8). All participants were attending or had attended the University of York as students. Nine of the participants were in current attendance, comprising two undergraduate students, two Masters students and five PhD students. One was a recent graduate. A record of the discipline studied by each participant was not kept.
To participate, all participants had to self-report watching at least one feature film every two weeks (whatever the location of this viewing) and owning a mobile telephone. All participants were unpaid volunteers. Participating in the research did not give course credits for any of the courses that students were enrolled on.
2.2.4 Materials
Ice Cream Dream (Walia, 2003), a short film of nine and a half minutes minutes duration on DVD was used as the stimulus material. The investigator prepared a factual summary of the content of the film, a segmentation (Bordwell, 2001) before the field work commenced (see Appendix One). A summary of the film, to aid reader comprehension, is presented here (Table 2.1, below). 53 Table 2.1 Segmentation of Ice Cream Dream in three act form
OPENING TITLE AND CREDITS
ACT ONE: Status quo and inciting event A girl (Luna) is in the ice cream van with her Dad. She is worried about the other children. A boy (Harry) goes past on a scooter. Luna watches him go. Her Dad suggests Luna go out and play. Luna sees her sinister alter ego outside the van, through a cracked van window, and shakes her head to her Dad, no, shell stay in the van.
ACT TWO: Hero takes action, reversal, antagonist wins At home, her mother asks, how many sales did you make? And is delighted at the answer of 300, adding to Luna that you should put that in the bank. Luna has a day dream about bars of ice-cream being put into a small safe in a bank. The mother and father do the accounts with Luna watching, Luna is sent to bed. Her Dad comes in and encourages her to make friends, then leaves. Luna has two dreams. In the first dream her alter ego successfully stops her making friends by suggesting that Luna will have nothing to say to them and will be laughed at. In the second she is announced as a prize winning ice cream maker on television, is seen selling the ice cream from the van and dealing with a rude boy by putting chilli sauce on his ice-cream, to cheers from the crowd of children waiting to buy ice cream.
ACT THREE: High effort and victory
The next day Luna and her Dad start to go out in the van, then Luna changes her mind and gets out, intending to meet the other children. Her alter ego watches as Luna walks towards Harry to talk to him, and the alter ego realizes that she has lost the battle to prevent Luna making friends. Luna talks to Harry and is invited to meet his friends. From the van, Lunas Dad smiles happily as he sees this and drives off, playing the vans ice cream chimes.
CLOSING TITLE AND CREDITS
The film story takes place in three locales, which the above description mirrors, divided into sections for the van, the home and the street (in the segmentation, the dream sequence is treated as occurring at home, though in terms of its content it is set in and around the van). These three locales are treated as contiguous with the three act structure, for the purposes of this research.
The segmentation (see Appendix One) and the above description (Table 54 2,1, above) are constructed as factual documents they contain no explanatory material ahead of the time in the film that such explanations are forthcoming. So, for example, the reason that Luna is worried is left unstated, mirroring the fact that the reason for her worry is only obliquely revealed later in the film, when her father has a talk with her about making friends.
A 23 inch flat plasma screen television connected to a DVD player was used to show the film, which was shown in a residentially styled living room in the Responsive Home run by the Centre for Usable Home Technologies (CUHTec) at the University of York, United Kingdom. A copy of the Independent Television Commission - Sense of Presence Inventory (Lessiter, Freeman, Keogh and Davidoff, 2001), a cross media questionnaire developed to measure immersion and general media habits was filled out for each session (Part A and the Background Information section only). These sources were integrated into one proforma, together with a copy of the original segmentation of the film, which acted as a guide for the investigator, to ensure that all items were covered in the correct sequence for all participants.
2.2.5 Procedure
All participants signed a University of York Psychology Department consent form. Participants took part in the investigation individually, with only the investigator present at the same time. Participants watched the film in the living room of the responsive home, seated on a two person sofa which was about three meters from the screen. After the film had finished the investigator interviewed the participants (see Appendix One for copy of the interview schedule and related material). First, the participants were asked to summarise the film. Then enjoyment scores were taken, with participants asked How much did you enjoy the film?, scored on a 1-5 Likert scale (to match ITC-SOPI items), with 3 representing a neutral point (Neither agree nor disagree) and 5 indicating strong agreement (strongly 55 agree). Then the investigator used the remote control to step-through the film scene by scene, using the segmentation (see Appendix One) as a guide (prompted viewing). Participants were asked to reflect on their experiences of each scene of the film from the first viewing and report these. Also, participants were encouraged not to report if they did not remember any experiences or to report if they were sure that the experiences they reported were from the second prompting viewing, to reduce the likelihood of plausible reconstructions. Checks were made throughout the interview by the interviewer to ensure that these reports related to the first viewing, not the viewing of the film in its scenes at the second viewing. It was recognized early on that viewers reports of their reactions to the second viewing would also constitute information of interest, but this material was not analysed, since the issue of viewers reports on first viewing compared to second viewing forms a different set of research questions not addressed in this research and because the inclusion of the question related to the second viewing was included only as a safeguard against spurious reconstructions. Reports were explored with participants in the interview. Following this, participants were questioned using Part A from the ITC- SOPI, which was filled in by the investigator to preserve the informal conversational tone of the session. After this the ITC-SOPI section Background Information was filled in, with the investigator asking the questions and recording the responses on the pre-prepared proforma. There was a post-session de-brief, which also investigated the participants views of the conduct of the session and provided the opportunity for feedback. For data analysis, the interviews were recorded on audio cassette.
2.2.6 Data analysis
This section gives a procedural description of the data analysis as carried out (see also the introductory material in section 2.2.1 and also the illustrative material on coding nomenclature, below, section 2.2.7). Data analysis was undertaken using categorical analysis with a grounded theory approach for theory building, focused on schema theory, as mentioned 56 above (section 2.2.1; see Glaser, 1978; Glaser and Strauss, 1968; Strauss and Corbin, 1990, see also Parker and Roffey, 1997), using the transcripts of the interviews (a sample transcript with transcription principles can be seen in Appendix Two). The talk of each participant was transcribed and structured according to the segmentation used by the investigator. Codes were assigned to each participant to preserve participant confidentiality: PH 9.7 means Participant H, from section nine of the segmentation, coded speech segment seven (see also below, section 2.2.7). The key to these codes was held in a separate locked place. The analysis initially started at a wrong level the investigator attempted to code speech at the level of cognitive phenomenon that he perceived were reflected in the data. After this error was realized, coding was resumed but on a factual basis. Phrases were used as the basic unit of analysis, but defined by what the participant was saying, rather than deciding a priori on a given granularity in relation to phrase or sentence. Speech from the transcripts were first coded into top level factual codes. So for instance, if a participant mentioned an actors hair negatively (PL 9.5/9.7), this was coded as talk about hair. All the salient data were thus factually coded and then grouped into same categories (for example, talk on location formed one category). These categories were themselves then put into higher level categories (such as Specific Film Aspects), as it became clear from the analysis that the lower level categories could be classed together into higher categories. Logical and temporal sequence was preserved (though this is not possible with all qualitative data analysis) since internet searching (Hale and Moss, 1999) and films have temporal regularities that make this preservation possible. Material pertinent to the psychology of film music (a specialist area in which the author has no expertise) and a few segments of idiosyncratic talk were not coded into subcategories and are not presented. Further illustrative material on the procedural aspects of the coding are provided below (section 2.2.7).
A common misunderstanding of the grounded theory approach is that analysts come to the research process with no preconceptions. This is 57 incorrect, since theoretical sensitivity is an important precursor to coding (Glaser, 1978).
2.2.7 Coding nomenclature
During the coding process, it became necessary to develop a nomenclature for clarity and this is used for the rest of the thesis. The term segment is used to refer to a coded section of participants speech, the lowest level of coding. The term category grouping is used for the highest level category, consisting of a collection of categories such as Real Life Reflection (coded as RLF, see 2.3.3, below). The term category is used for the second highest level category, such as Film, coded to show the collection of categories it belongs too, as in Real Life Reflection Film (coded as RLF - Film, see 2.3.3.1 below). Within a category, the term cluster refers to thematically similar segments which are collected together into a named sub-group within a code category, with a requirement that there be a minimum of three segments from at least two participants to be so classified. The term viewer is used to denote someone who is watching a film in a general and non-experimental setting i.e., generic viewers. The term participant is reserved for someone participating in this investigation. Individual participants segments in this investigation are identified by an alphabetic doublet with a number following (see above, 2.2.6) which were randomly allocated to participants in accordance with good confidentiality practice.
During coding, segments were coded for positive, neutral and negative response in participants talk. Only overtly stated personal responses are response coded, with any inferences as to emotional direction coded as neutral, because of the difficulties of attempting to code them as positive or negative. A segment coded as neutral usually consists of talk by a participant that is purely observational, with no indication of the participants emotional reaction. An example of a neutral coded segment where the participant is merely observing or commenting on the film 58 content without indicating a personal emotional reaction, is,
the music just represented that sort of mood like quiet. (PC 8.8)
Positively coded segments were coded on explicit positive comment by the participant and were so coded either because a participant liked a particular sequence in a film or because they were reacting in a way intended by the film maker. In the latter case the emotion would normally be considered negative but in the context of the film it is positive, since it has been prompted by the content of the film, presumably according to the film makers intentions and in line with the desires of the viewer in going to see the film. The case of the negative emotion of fear in horror films is the clearest example of this principle. Where a participants comments contained a suggestive inference of a positive emotion but no explicit statement of this, the segment was coded as neutral. An illustration of a positively coded segment where a participant expressed a liking of an element of the film is shown below, followed by an example of a segment coded positively because the emotion (in this case a negative emotion) corresponds to what is intended by the film-maker is,
Nice music(PI 17.2)
I remembered the first time round being annoyed, thats right, that um she hadnt reprimanded him immediately for being rude(PE 12.2)
Segments coded as negative in response consisted of segments where participants were puzzled by content which was unclear to them or content which they regard as unreal or content where they explicitly said they did not like a particular film sequence or element. Two examples of negatively coded segments now follow. The first is an example of a participant expressing puzzlement over content that is unclear to them, the second where content is reported as seeming unreal:
59
You know, when he looked over at the red [money] box, that sort of puzzled me a bit, why was he looking at that, why had they shown that for so long, why was that significant. (PH 16.2).
The kids being unrealistically crowd, an unrealistic crowd again. (PL 11.3)
2.3 Results and Discussion
Results are presented as follows, with discussion following. The first section reports the enjoyment scores (2.3.1, below). Next the results from the summarizing activity are reported (2.3.2). Then the main clusters arising out of the data analysis of viewers talk are reported with explanations.
2.3.1 Enjoyment scores
Enjoyment scores are from the additional questions, on a 1-5 Likert scale (to match ITC-SOPI items), with 3 representing a neutral point. Five participants were neutral to the film (score of 3), three liked it (two scores of 4, one of 5). Two participants mildly disliked the film (score of 2). Four of the participants were neutral to the statement, Id recommend the experience [of this film] to my friends, with four participants disagreeing and two participants strongly disagreeing (ITC-SOPI item).
With reference to the design of film content and viewers reported evaluations, only positive evaluations of content matter, since the aim of film makers is that viewers enjoy the films they have created neutral and negative evaluations essentially form one category of unsatisfactory. Therefore for eight of the participants the film was a failure as an enjoyable experience, according to the ratings they gave. Reasons why this might be 60 so will emerge during the consideration of the coding categories of viewers talk that emerged from the category analysis (see below, 2.3.3 to 2.3.6).
2.3.2 Summaries
Participants were asked to summarise the short film, point by point. All participants identified the main character and the pivotal issue, a little girls insecurities (general) or a little girl who doesnt have any friends (specific). Most described the positive outcome, that she overcomes her fear of others. Participants kept closely to this core description, with some of the more dramatically striking moments of the film (such as the appearance of the evil alter ego or the comic sequence with the bank manager) hardly mentioned by participants one participant commented that these other issues didnt seem relevant in a summary.
Participants structured their summaries in terms of the definition of story used above (section 2.4.3), with the main character, the starting state and the ending state being correctly identified in most cases. Two issues remain. The first is why all the participants did not correctly summarise the film, this may be linked to the problems with the content that the viewers commented on interfering with the building of a representation of the film. The second relates to a methodological difficulty: if participants are reporting their summary of the film according to a schema for a summary, it may prove difficult to get reports that do not invoke this schema, with the result that only partial data is gained. The instruction to summarise the film point by point was intended to ameliorate this potential effect.
61 2.3.3 Real Life Reflection category grouping (RLF)
This category grouping consists of four categories mentioning aspects of the film as these prompted reflections on real life, without reference to the film. These codes are summarised below (Table 2.1), then reported and discussed (sections 2.3.3.1 to 2.3.3.4, below).
Table 2.2 Coding categories related to Real Life Reflection (RLF)
Category name and code
Definition (total number of coded segments)
Subject clustering (segments/number of participants)
Real-life reflection-film RLR-FILM
Real-life reflection- actors RLR-ACTRS
Real-life reflection- personal RLF-PER
Real-life reflection- general RLF-GEN
Talk about real life aspects of the actual film (4)
Talk about real life aspects related to the real actors (13)
Talk about their own real lives by participants, whether in the present or in some hypothetical future (16)
Talk about real life issues outside films storyworld (18)
No clustering
One cluster (4/4) on Jon Snow
One cluster (4/3) on making friends
No clustering
2.3.3.1 Real-Life Reflection Film (RLF-FILM)
This category was defined by participants reflecting on real life aspects of the film itself i.e., not aspects of the film story world or related to the story world. This category was coded as RLF-FILM, with a + or prefix to show response tone, where the participant indicated this explicitly. There are no clusters within the coded segments. An example of this category is:
62 Yeah, I noticed that it was written and directed by the same people. (PJ 17.2)
The full break down of numbers and response tone of this category are illustrated below.
Table 2.3 Coding frequencies for category Real-life Reflection-Film (RLR-FILM)
First viewing
Positive (+) 0
Neutral (0) 4
Negative (-) 0
Total 4
This category has no coded segments in which participants indicate positive or negative responses, so the whole category is response neutral. There was no cluster. Since the segments are unrelated to reports concerning experiences of the film story world, there are no design implications from this category.
2.3.3.2 Real-Life Reflection Actors (RLF-ACTRS)
This category is defined by participants reflecting on real life aspects related to the real actors who acted in the film, rather than qualitative judgments of the actors competence or believability, which was separately coded as Specific Film Aspects-Acting (SFA-ACT). The category was coded as RLF-ACTRS, with a + or prefix to show response tone, when the participant indicated this explicitly, with absence of response tone coded as response neutral. Within this category of segments, there was one cluster of five segments related to the newsreader Jon Snow, from five different participants. All the other segments consisted of single segments or two segments by the same participant. 63
An example of a positively coded segment from this cluster related to Jon Snow is:
I mean the first time round I think, I sort of found it quite amusing and I really liked the Jon Snow aspect, that did amuse me quite a lot, I think I was quite tickled by it, the first time round. (PE 10.31)
The negatively coded segment is negatively coded because, as is apparent from transcript, the participant reports thoughts started by the appearance of Jon Snow as disrupted the processing of a period of the film following his appearance:
I also thought they must have paid a lot of money to get Jon Snow onhow did they get him on? Then I, that kind of thought process carried on, actually, for quite a while, like what during this bit [of the film] (PL 10.4/10)
The full break down of numbers and response tone of this category are illustrated below (Table 2.4).
Table 2.4 Coding frequencies for category Real-life Reflection-Actors (RLR-ACTRS)
First viewing
Positive (+) 4
Neutral (0) 7
Negative (-) 2
Total 13
This category has four coded segments in which participants indicated positive responses, three of which were related to Jon Snow. Of the two negative responses, one related to Jon Snow. As indicated, these negatively coded segments were coded as such because participants were thinking 64 about the real world and not the story world (as can be seen from the example, PL 10.4/10, above), which in terms of content experiences of the film is seen as disruptive and therefore negative.
The cluster of positive responses related to Jon Snow might suggest a general design principle that viewers enjoy the appearance of well-known personalities from other domains, playing themselves within the story world of the film. This would need further research (not undertaken for this thesis). A further point can be made: this cluster of coded responses about Jon Snow represents someone from another domain playing the role he or she plays in their other domain i.e., in this film, Jon Snow was playing himself. There are therefore no design implications referring to people from other domains playing different characters to their real selves in films.
2.3.3.3 Real-Life Reflection Personal (RLF-PER)
This category is defined by participants mentioning personal issues outside the storyworld of the film, with the personal sub-category identifying a series of reflections by participants on their own real lives, whether in the present or in some hypothetical future.
This category was therefore coded as RLF-PER, with a + or prefix to show response tone, when the participant indicated this explicitly, with absence of response tone coded as response neutral. Within this category of sixteen items, there was one cluster of four coded segments by three participants, related to making friends. There was one other group of two coded segments by the same participant, related to speculations about how this participant would behave if he were the father (PG 4.6/13.3). All the other items consist of single unrelated segments. An example from the cluster related to making friends is:
65 and I was also thinking back to when I made I was a child and remembering how I had made friends and, then I remembered, that sometimes it is that easy to make friends (PB 15.5)
The full break down of numbers and response tone of this category are illustrated below (Table 2.5).
Table 2.5 Coding frequencies for category Real-Life Reflection-Personal (RLR-PER)
First viewing
Positive (+) 3
Neutral (0) 9
Negative (-) 4
Total 16
This sub-category has no clear pattern of response coding. Positive codes included a personal reflection where a participant was reminded of where he used to live, which he expressed as a positive experience (PL 2.2), negative codes included a segment where a participant reflected on how the boy offered the main character Luna a turn on his scooter, with the negatively coded segment constituting the reflection of the participant that as a child he would not have done that, for fear that the scooter would be stolen (PL 15.2).
It is likely that many films will cause participants to reflect occasionally on their own lives. It is not clear from this data how this might form a design principle that enhances the film viewing experience, since most commercial narrative films would seem to privilege entertainment above reflecting on ones life, i.e., such reflection is not a design aim of the filmmakers. Nevertheless, feature films usually by their nature contain many resonances to the commonalities of human living, so further research on this issue beyond this thesis would be appropriate. 66
2.3.3.4 Real-Life Reflection General (RLF-GEN)
This category is defined by participants mentioning issues outside the storyworld of the film, called here reflecting on real life. This general category consists of general reflections on real life not covered by the other RLF categories of film, actors and personal (see above).
This category was coded as RLF-GEN, with a + or prefix to show response tone, when the participant indicated this explicitly. Inferences of response tone from participant responses are not response coded. Within this category, there were seventeen responses, with two clusters.
The first cluster (seven segments, four participants) were coded neutral with the exception of two which were coded positive. This cluster relates to the behaviour of characters in the film, comparing this behaviour to real life behaviour. An example of this cluster, with a positive response coding is: and thinking actually how, authentic it seemed to be, in terms of child interaction like when they first, the children first interact um, the way that she approached him and what they did (PE 15.1)
The other cluster (two segments) relates to references to other media such as nursery rhymes and animated cartoons, all coded response neutral. An example of this cluster is:
I actually started thinking about, Musique Concretewhich I read about in a book. (PG 9.12)
The full break down of numbers and response tone of this category are illustrated below.
67 Table 2.6 Coding frequencies for category Real-Life Reflection-General (RLR-GEN)
First viewing
Positive (+) 4
Neutral (0) 10
Negative (-) 3
Total 17
Other segments included a positively coded segment consisted of a participant indicating that they liked a segment of the film (PE 10.1) and a negatively coded segment consisted of a participant questioning the reality of a film segment (Pl 2.2).
This category consists of idiosyncratic responses to isolated aspects of the film and there is no discernable pattern to the responses. Therefore no design implications can be identified.
2.3.4 Specific Film Aspects
This category consists of segments where the participants mentioned film content. The category grouping is summarised below (Table 2.7).
68 Table 2.7 Coding categories related to Specific Film Aspects (SFA)
Category name and code
Definition (total number of coded segments)
Subject clustering (segments/ number of participants)
Specific film aspects- acting SFA-ACT
Specific film aspects- location SFA-LOC
Specific film aspects- costume SFA-COS
Specific film aspects- properties SFA-PROP
Specific film aspects- camera SFA-CAM
Specific film aspects- sound SFA-SOUND
Specific film aspects- hair SFA-HAIR
Specific film aspects- casting SFA-CAST
Specific film aspects- dreams (identity) SFA- DRE (ID)
Specific film aspects- credits SFA-CRE
Specific film aspects- starts and ends SFA- S/E
Specific film aspects- dreams (transitions) SFA-DRE (TRANS)
Talk about the quality of the acting in the film (19)
Talk about locations in the film (8)
Talk about the costumes the characters in the film were wearing (8) Talk about the physical items and their attributes in the film (38)
Talk about the use of camera specifically (4)
Talk about the sound (3)
Talk about the hair of a character (1)
Talk about casting (1)
Talk about the dream sequence which incorporates identifying characteristics (16) Talk about credits (18)
Talk about the starting and story ending of the film i.e., excluding credits (11)
Talk about transitions to, from and within dreams (4)
One cluster (6/5) on the children around the ice-cream van No clustering
No clustering
Four clusters: reverie sequence (7/4); chilli (5/5); bedroom hanging mobile (4/4); money box (4/4) No clustering
One cluster (3/3) on the sound at the start of the reverie
No clustering
No clustering
Three clusters: altered reality (10/7); visual effects (8/5); music (4/4)
No clusters
One cluster related to ending, no further breakdown possible (6/4)
No clustering
This category grouping consists of twelve categories directly mentioning aspects or elements of the film. These are now reported.
2.3.4.1 Specific Film Aspects-Acting (SFA-ACT)
This category is defined by participants mentioning the quality of the 69 acting in the film and this sub-category was coded as SFA-ACT, with a + or prefix to show response tone, when the participant indicated this explicitly, with absence of response tone coded as response neutral. This category is different from the category RLR-ACTRS because it relates to the actors performance in the story-world of the film and is unrelated to any aspect of the real actor in the real-world. Within this category, there are sixteen segments from the first viewing where participants commented on the poor acting and two segments that relate to good acting. The main cluster of items within this category relates to the children crowding around the ice-cream van (six coded segments, four participants). All these segments were coded as negative as they consisted of negative responses to the acting. Typical of this cluster is the following segment:
the first time I watched it I was really struck by how noisy all the kids are, I guess it seems a little bit, not exactly what you see in real life, because theyre all shouting at the same time. (PB 2.8)
An example of the two segments related to positive acting, all of which were from the same participant, is:
and what a fantastic actress, just the look on her face and the look on her, the visualisation of herself or what it is and then her face looking absolutely petrified of herself I just thought was fantastic. (PE 4.7)
The full break down of numbers and response tone of this category are illustrated below (Table 2.8).
70 Table 2.8 Coding frequencies for category Specific Film Aspects (SFA- ACT)
First viewing
Positive (+) 2
Neutral (0) 1
Negative (-) 16
Total 19
The low frequency of responses coded for second viewing suggests that participants responses were strong on the first viewing, which is also reflected in the language used by participants. This sub-category of responses contains clear design implications for creators of film content, in the area of ensuring that only the most competent actors are used. The fact that one participant felt that the acting of the girl actress (the main character) was superb indicates that it may be difficult to ensure that the acting is believable for all viewers. The feeling in participants that the acting is contrived would seem likely to disrupt the flow experience of the film and seemed to be experienced negatively by participants in this investigation.
2.3.4.2 Specific Film Aspects Location (SFA-LOC)
This category is defined by participants commenting on the locations used in the film, within the story world of the film. The eight codes in the first viewing fall into four neutral and four negative response codes, with no clear clustering as to topic beyond that of location itself, indicating that participants were responding idiosyncratically. The grouping of neutral comments consists of observation statements without any indication by the participant of an emotional response to the content. So, for example, one participant commented, in a neutral coded segment:
Um, I thought it was quite a small kitchen. PA 5.6 71
An example of a negatively coded segment is:
Um, only like, the physical location of the street, so I was like wondering if it was cul-de-sac ora busy road, so can they be safe playing on the street? (PC 16.14-16.16)
The full break down of numbers and response tone of this category are illustrated below.
Table 2.9 Coding frequencies for category Specific Film Aspects (SFA- LOC)
First viewing
Positive (+) 0
Neutral (0) 4
Negative (-) 4
Total 8
There are no clear design implications from this category due to the idiosyncratic nature of the responses. One response related to the kitchen being too clean (PG 5.9) and two responses related to the street (was it safe, were the other children the neighbours of the main character who was struggling to make friends). These responses may suggest that viewers were basing their viewing on a series of subtle assumptions about the implications of the story world, which film makers need to consider carefully in terms of believability and suitability.
2.3.4.3 Specific Film Aspects Costume (SFA-COS)
This category is defined by participants commenting on the costumes that the actors wore in the film and was coded as SFA-COS, with a + or prefix to show response tone, when the participant indicated this explicitly, 72 with absence of response tone coded as response neutral. This category consisted of eight items identified as being from the first viewing. This subcategory falls into positive and negatively coded segments, with no neutral coded segments.
Indicative of the positive grouping (four comments by two participants) the comments consisted of positive evaluations about particular items of clothing that the actors wore, such as:
I thought that the little boy was wearing cool surfer gear. (PG 9.4)
The negative grouping consisted of questions about the costumes, such as why the main character and her alter ego were wearing the same clothing (three comments, three participants) with one negatively coded segment related to the match of the costume with the character:
I was also, noticed her clothes actually, on the evil girl, arent kind of evil clothes, theyre kind of bright and kind of fairy kind of clothes(PL 14.3)
The full break down of numbers and response tone of this category are illustrated below. 73 Table 2.10 Coding frequencies for category Specific Film Aspects- Costume (SFA-COS)
First viewing
Positive (+) 4
Neutral (0) 0
Negative (-) 4
Total 8
It is a matter for further investigation whether the positive evaluations of costume (participants personally liking the costumes) influence global enjoyment of a film. Equally, although the comment about costumes matching character (segment PL 14.3, above) is suggestive, particularly since this is a well used device in film, further quantitative research is needed to explore the effect of matching clothing to character in relation to global enjoyment ratings of film by viewers.
2.3.4.4 Specific Film Aspects Prop (SFA-PROP)
This category is defined by participants commenting on physical items within the film world (such as a hanging mobile in the main characters bedroom, a red money box or a cracked door window in the ice-cream van). It seems appropriate to use the technical term used in the film and theatre industries of properties or props for these items and this category was therefore coded as SFA-PROP.
There were a total of thirty-eight responses, with thirty-one of these from the first viewing being coded as negative. The negative codings were characterised by comments that reflected the perception of participants that what they had just seen was unreal, bizarre or puzzling. Within this category (which was coded as SFA-PROP, with a + or prefix to show response tone) there were four clusters of negative responses. The first related to the daytime reverie sequence where ice-cream is put into the safe 74 (seven responses by four participants). The second to where the main character puts chilli on a rude boys ice-cream (five comments, five participants). The third to a sequence with a hanging mobile in the main characters bedroom which was seen out of focus in the foreground of the shot, reflecting light in the dark and which caused participants to wonder what it was (four responses, four participants). Fourthly, where the main character moves forward to meet the boy near the end of the film and the filmmakers focus on the money box she has left behind, which confused the participants as to its symbolic meaning (four comments, four participants). A typical comment from participants in this negative category was:
.at the beginning of the scene I was wondering for a minute what the dark object on the right side of the screen was, and then when the door opens you can see that its her mobile. (PB 8.2)
Responses like these seem to be caused by a lack of visual clarity of the object on-screen. Other negative responses related to the perceived lack of reality as it related to the characters interacting with and using the objects, such as this extract:
shes gone and put chilli on his ice-cream and then I thought, hang on a sec, why is there chilli in the ice-cream van? (PG 12.10)
There were only two positively coded responses from the first viewing, which included one segment that indicated being scared by a broken window (this was positively coded because it seems plausible that the broken window was intended to heighten the effect of a sequence intended to be disturbing). Another comment related to liking some curtains.
The full break down of numbers and response tone of this category are illustrated below.
75 Table 2.11 Coding frequencies for category Specific Film Aspects- Properties (SFA-PROP)
First viewing
Positive (+) 2
Neutral (0) 5
Negative (-) 31
Total 38
This category has a very strong bias to the negative and there were a number of issues (visual on-screen clarity, use of symbols and reality concerns) around which participants responses clustered. This suggests some clear design implications for film makers. The first is that a balance needs to be found between visual interest (a childs hanging mobile turning slowly and reflecting light) and visual clarity i.e., visual clarity as a usability factor. In this instance, it seems that participants were removed from the story world by the questions raised in their minds about what they were experiencing. The second design implication concerns the symbolic use of props, which needs to be clearly pointed to by film makers. In Ice Cream Dream, after Luna has made friends, her father looks over at the red cash box after she has left the van, as if to say, that phase of Lunas life, where she was too scared to make friends and therefore helped me in the van to avoid trying, is now over. Yet Luna and the red cash box had not been clearly linked together by, for example, pointing by use of repeated close-ups. Given that a red cash box may be schematic of money boxes in general and therefore a schematic element of small scale cash transactions such as those practiced by ice cream vans in the United Kingdom, the cash box would not stand out unless pointed to. Not clearly understanding the symbolic use of this prop interrupted the flow of the film, causing the participants to ask questions of the film which were unrelated to the main thrust of the particular sequence in the film (which also happened near the climax of the film, heightening the disruptive impact of these questions), for these participants by diverting cognitive and emotional resources away 76 from the peak moment of the film. The third principle, drawn from the chili incident, is that care is needed in the presentation of reality. Participants reports reflected an active questioning, meaning that the issue of the match of filmic elements to reality is readily available to participants, especially when on-screen action relates to common real-life transactions. Such issues need careful examination at the script writing stage.
2.3.4.5 Specific Film Aspects Camera (SFA-CAM)
This category consists of utterances where participants specifically mentioned the use of camera (as opposed to purely visual aspects of the film). This category was coded as SFA-CAM, with a + or prefix to show response tone. This category consists of only four items by three participants in the first viewing, all coded as negative and exhibiting no thematic clustering beyond the cameracategory. So for instance, one participant commented:
And what I also found weird was, um, the camera focuses on the character [of the alter ego] as if its actually an existing entity kind of thing (PI 14.15)
The full break down of numbers and response tone of this category are illustrated below.
Table 2.12 Coding frequencies for category Specific Film Aspects- Camera (SFA-CAM)
First viewing
Positive (+) 0
Neutral (0) 0
Negative (-) 4
Total 4
77 The lack of a clear grouping in this category means that the design lessons are limited. Participants are active in their understanding of the use of the camera to point and suggest. This needs to be kept in mind by film makers. So, for instance, if the physical constraints of a location result in a close-up shot being used instead of a mid-shot, film-makers should be aware that viewers of the film who cannot see the constraints of the environment in which the film is being created (this being out of the frame of the shot) will assume that the film-maker is pointing out something of particular significance, as was the case in one segment where a participant speculated on why the film maker had shown a close up the van door opening as the main character makes her move to meet other children:
It just was a bit strange how the camera focused on the door, it seems a bit unusual for it to focus on that, this was getting out of the van, it just, I dunno, its because I felt they dont normally focus on like, the hinge of the door, it was a bit out of place. (PC 13.12)
Film-makers should understand that a close-up is understood as an explicit pointing. They should therefore ensure that the use of the pointing corresponds to their design intentions for that sequence of the film.
2.3.4.6 Specific Film Aspects Sound (SFA-SOUND)
This category consists of utterances where participants specifically mentioned the use of sound effects, as opposed to sound as related to music. This category was coded as SFA-SOUND, with a + or prefix to show response tone.
It should be noted that the responses in this category do not refer to the type of sound effects used to mimic reality. These responses relate to a specific non-diegetic (i.e., non-storyworld) sound used by the film maker to cue a particular scene by hinting in advance about its response tone. There were only three segments (from three participants) in this category. All commented on the use of a sound effect (described as a ching effect by 78 participants) to introduce a film sequence where the main character thinks literally from a comment made to her, which prompts her to imagine putting blocks of ice-cream into a safe. One participant felt that this was a positive technique (PE 5.1), one was negative (PH 5.2) and one was neutral, with the sound effect partially correctly prompting the understanding of one participant as to what was immediately to follow in the film. The negatively coded segment was as follows:
Didnt like the silly little sound effectsthought it was silly. (PH 5.2)
The full break down of numbers and response tone of this category are as follows.
Table 2.13 Coding frequencies for category Specific Film Aspects-Sound (SFA-SOUND)
First viewing
Positive (+) 1
Neutral (0) 1
Negative (-) 1
Total 3
The small amount of responses limits the design lessons that can be drawn. It may be that non-diegetic sounds have to stand out perceptually more than other sounds in the ambient soundscape, to effectively prompt viewers responses. Further research might reveal more about the effective use of such sounds, with a first step being an investigation of such sounds in existing commercially successful feature films. Some such sounds would, due to usage, be schematic (such as a boing sound for an act of stupidity by a film character).
79 2.3.4.7 Specific Film Aspects Hair (SFA-HAIR)
This category consists of one utterance where the participant specifically mentioned an aspect of the hair of an actor, this segment being coded as negative:
I was also thinking that, thats a huge fringefrom the top of her head to the eyebrows, its absolutely humungous [laughs]. PL 9.5/ 9.7
The full break down of numbers and response tone of this category are illustrated below.
Table 2.14 Coding frequencies for category Specific Film Aspects-Hair (SFA-HAIR)
First viewing
Positive (+) 0
Neutral (0) 0
Negative (-) 1
Total 1
It may be that this coding category, with a larger group, might still prove to be idiosyncratic. Film makers need to be careful about moving beyond the range of normal hairstyles, unless something is intended to be signified by this. This relates to the principle that for viewers, a deviation from what is normal is often assumed to be intentional and therefore have meaning for understanding the film world. If meaning cannot be assigned, as in this case, viewers may report the film element as ridiculous, a response which may interrupt the flow experience of the film.
2.3.4.8 Specific Film Aspects Cast (SFA-CAST)
This category consisted of one utterance where a participant specifically 80 mentioned an aspect of the casting of a particular actor in a role and was coded as negative:
Um, I thought, why is the little boy always so cute?...why do they, like cast really cute attractive, like, people for roles like that? Its a bit annoying. (PG 3.2/ 3.4)
With only one response in this category, no schematic or design implications can be drawn. The full break down of numbers and response tone of this category are illustrated below.
Table 2.15 Coding frequencies for category Specific Film Aspects- Casting (SFA-CAST)
First viewing
Positive (+) 0
Neutral (0) 0
Negative (-) 1
Total 1
2.3.4.9 Specific Film Aspects Dreams (Identity) (SFA-DREAM ID)
Comments in this category referred to a sequence in the film which involves the little girl falling asleep and dreaming that she is a highly successful ice cream vendor with her own brand of ice cream which is nationally famous. The sequence includes a section where her ice-cream is featured on television winning a prize, in a news report. Nine of the ten participants commented about elements of the dream sequence that prompted them to infer what they were watching was a dream sequence. Accordingly, this category is defined by participants talking about the aspects of the film related to the night time dream sequence, coded as referring to the identifying characteristics of dream sequences.
81 There were sixteen responses in this category, with three clusters altered reality, visual effects and music. The music was described as weird and funny. This category was coded as SFA-DRE ID, with a + or prefix to show response tone, when the participant indicated this explicitly.
In the altered reality cluster there were eleven coded segments, from seven participants. These focused on the fact that reality is altered in dream states. An example segment illustrating this is:
Yeah. I mean, if it was all, if it was all, like, realistic then it would be an unrealistic dream in a way, because dreams tend to be a bit weird, arent they, like all the kids crowding round the van, you know, that was fine as well, because that was, is a dream. (PI 12.7)
In the visual cluster of responses there are seven coded segments from five participants from the first viewing. The main signifier in this cluster was that colours were blurry, shimmery or psychedelic. A typical response was as follows:
The first thing that sort of said that it wasnt like a conscious state, like it was a dream, or something was like the weird music and the blurry like, [visuals]. (PC 9.2)
The full break down of numbers and response tone of this category are illustrated below.
82 Table 2.16 Coding frequencies for category Specific Film Aspects- Dreams (Identity) (SFA-DRE-ID)
First viewing
Positive (+) 1
Neutral (0) 14
Negative (-) 1
Total 16
The main design lesson for film-makers is that viewers have conceptions of how dreams are conventionally signified in film. Film-makers can use these conventions but heavy handed use of conventions could be regarded negatively, judging by the comments of one participant. In this film, the film makers approach seemed to successfully tell participants that this was a dream sequence. Temporal continuity also plays a part in this film the little girl is seen falling asleep, which provides the strong inference that was immediately follows is a dream sequence, which can then be confirmed by the identifying characteristics that participants commented on.
One participant commented that she did not like dream sequences generally. It may be that a significant minority of filmgoers feel the same way. Further research dream sequences could form a suitable follow on research step to the work reported in this thesis.
2.3.4.10 Specific Film Aspects Dreams (Transitions) (SFA-DREAM- TRANS)
This category is defined by participants talking about the aspects of the film related to the night time dream sequence, coded as referring to identifying transitions within and from the dream sequence. This category was coded as SFA-DRE (TRANS) and all four segments were coded as response neutral. There were four segments from four participants, two 83 about the transition to waking and two about a transition within the dream (being signified by the appearance of the alter ego character and by a brief return to the little girl in her bedroom respectively). A segment about waking which also references a schematic element to signify the transition from a dream to real life, ran as follows:
Yeah, I was thinking, oh I bet her Dads going to be waking her up and its going to come into her dream. Because Ive seen that before in a film. (PC 12.6)
The full break down of numbers and response tone of this category are illustrated below.
Table 2.17 Coding frequencies for category Specific Film Aspects- Dreams (Transitions) (SFA-DRE-TRANS)
First viewing
Positive (+) 0
Neutral (0) 4
Negative (-) 0
Total 4
A focused investigation on effective dream transitions in commercially successful films would give a richer and more robust picture of any design implications.
2.3.4.11 Specific Film Aspects Credits (SFA-CREDITS)
This category is defined by participants reflecting on the end credits of the film (which excludes the end of the actual film story, which is separately coded, see below, 2.3.4.12). There were eighteen segments in this category but no discernable clusters. Four participants mentioned a personal tendency not to watch end credits, one said she generally liked 84 credits. Participants idiosyncratically picked up on a range of issues from the credits, with a preponderance of statements coded as negative when the participants reported that the credits had raised questions in their minds. So, for example, participants were irritated or puzzled by the use of American spelling for Mom (instead of spelling it Mum, as might have been expected in a film set in the U.K. with English characters), the use of a Spanish word in the credits, why IKEA was present in the credits and the fact that the child actors had chaperones. Typical of the comments was this participant, who was also using the credits to confirm an issue that had been raised by the films content, concerning Jon Snow:
Id looked for Jon Snow, saw his name, I um, thats the sort of the thing I look for(PL 17.2)
The full break down of numbers and response tone of this category are illustrated below.
Table 2.18 Coding frequencies for category Specific Film Aspects (SFA- CRE)
First viewing
Positive (+) 1
Neutral (0) 5
Negative (-) 12
Total 18
There are no clear clusters here and the responses are idiosyncratic. It should be noted that Ice Cream Dream had end credits with colorful pictures of seaside objects and ice creams. It may be that more formal end credits would not have generated the negative responses. A question for further research would be to understand the specific nature of end credits, whether viewers see them as purely informational or whether credits form an opportunity to experience in a lingering way some response resonance 85 from the film itself as it finishes, as is explicitly done in some commercial feature films with bloopers (mistakes during filming) interspersed with the end credits.
2.3.4.12 Specific Film Aspects Starts and Ends (SFA-S/E)
This category is defined by participants considering the start and end of the film story (i.e., excluding the opening and closing credits). This category emerged from further consideration of the material in the category, General film expectations. There are eleven segments in this category, from six of the participants. The code used for this category is SFA-S/E. The largest cluster related to film endings, with seven segments from four participants expressing satisfaction with the happy ending, for example:
the thing I just thought oh, that story has got a happy endingonce Id seen the fact that its coming up I seen that was the end and I thought, oh thats quite nice. (PA 16.2)
The segments outside this cluster related to endings included a participant commenting about a twist and, from the other participant, that the ending in this film was clear. There were two unclustered segments related to the start of the film. So, for example, one participant reflected:
it was quite a bright, obviously light happy kind of feel to the music, for example, [I] started to kind of, I suppose, almost trying to pre-empt what it was going to be about. (PE 1.4)
The numbers and response tone are shown below (Table 2.19).
86 Table 2.19 Coding frequencies for category Specific Film Aspects- Starts and Ends (SFA-S/E)
First viewing
Positive (+) 7
Neutral (0) 4
Negative (-) 0
Total 11
There were no clear design implications in this category. Future research using commercially successful movies could investigate three issues. Firstly, how openings and closings of the film story are carried out. Second, whether one form of sequence is to be preferred above others by film makers and participants (this could be set in the context of a descriptive taxonomy of opening credits with research on how these have developed over time in the film industry). Thirdly, if the end of the film functions as a goodbye to the film world and its story, how can this process be most efficiently designed by film makers. It may be a staple in commercial film making circles that happy endings for the main protagonist are preferred. This could be further researched using quantitative measures, related to the final enjoyment ratings of film.
2.3.5 Intentions, Expectations
This category grouping is composed of comments about the intentions of the film makers and general film expectations. With the exception of the category following this (see below, 2.3.6) it is therefore a pragmatic categorisation of two categories into one grouping, to avoid the complexity of multiplying analytic structures.
87 Table 2.20 Intentions, Expectations
Category name and code
Definitions (total number of coded segments)
Subject clustering (segments/number of participants)
Film Makers Intentions
General film expectations GFE
Talk about the intentions of the people making the film (13 segments)
Talk about elements of the viewed film referencing types of film that participants were familiar with (14 segments)
No clusters.
Two clusters: childrens (10/5); horror (4/3)
2.3.5.1 Film Makers Intentions
This category is defined by participants speculating about the intentions and limitations of the film maker in managing the film content as they did. There were thirteen segments from five participants, with no clusters. In this category phrases such as an impression theyre trying to get across, showing, introducing indicated that participants were referring to the intentions of the film maker. Three segments related to music and how this was perceived as giving a message from the film makers to the viewers, about for example how you should feel.
Typical of this category is the following neutrally coded segment, with the intention just to represent standing metonymically for the film makers intentions in relation to the design and inclusion of the daytime reverie sequence of putting ice cream in the bank:
I feel that this is just to represent her childish thoughts, that shes taking what her Mum says really literally and just sort of relaying that (PC 6.2)
An example of a negatively coded segment related to the use of a particular external scene is:
88 But the fact that it was on a sort of cloudy day, just means that, it just didnt really add to the scene, as much as it could it, didnt enrich the scene as much as it could, it was more like theyd filmed it on that day because theyd had to, rather than thinking, so it looked like the weather had been overlooked rather than um adding to the story. (PI 2.11)
The full break down of numbers and response tone of this category are illustrated below.
Table 2.21 Coding frequencies for category Film Makers Intentions (FMI)
First viewing
Positive (+) 1
Neutral (0) 7
Negative (-) 5
Total 13
No clear design implications from this category emerge. It may be that participants start thinking about the intentions of the film makers because the actual content at that point in the film is not engaging. One participant commented that the part of the film in question added nothing to the film and another used the phrase about a character in the film, its introducing you to comment on the intentions of the filmmaker:
He was just sort of third character wasnt he, in, in, its introducing you to a new character. (PI 3.2)
2.3.6 General Film Expectations (GFE)
This category is defined by participants speaking about aspects of the film in relation to other types of film they were familiar with. This category consisted of fourteen segments, from six participants. The two 89 main clusters in this category were related to the types of films and television programmes for children (ten segments) and horror films. Both of these clusters focused on elements of the film such as the music and visual texture that referenced these two genres ( childrens films, horror). Typical was the following response:
I thought, oh no, it looks like a Playschool programme. (PG 1.5)
Participants who talked about the horror aspect referenced certain genre conventions:
Its that sinister, like the second personality thing. Again, it was the music and the slow motion, slow blinking and that something bads going to happen, or, just that, I dunno, like theres a ghost or something (PC 14.2)
Two participants, when considering the horror elements in the film, also commented on the mismatch between the elements of a film for children and horror films:
the silly [cheerful, childrens programme like] music to start off with, you cant really imagine it turning into a horror film or anything. (PK 4.12)
The full break down of numbers and response tone of this category are illustrated below.
90 Table 2.22 Coding frequencies for category General Film Expectations (GFE)
First viewing
Positive (+) 1
Neutral (0) 11
Negative (-) 2
Total 14
In terms of design implications, it was clear that participants reports indicate that they found the referencing of both types of film elements (children and horror) in the same film to be cognitively disturbing. The design implication therefore that emerges from this category is that film makers should reference a single group of conventional genre signifiers and not confuse viewers by sending mixed messages as to the type of film they are watching, unless the film is of a mixed genre such as spoof-horror, in which case this should be appropriately signaled.
2.3.7 Character Observations (CHAR-OBS)
This category is defined by participants making observations about the characters and was coded CHAR-OBS. It comprises diffuse observations about the characters, including their relationships to each other. A cluster of ten segments (seven participants) comprised talk indicating clarity about the relationship between the father and daughter, or, more usually, uncertainty about the relationship of the girl to the alter ego and the woman in the house:
I was actually thinking about her family, in that her mother was white and thinking, whether it was really her mother (PH 5.2)
The rest of this category comprised diffuse talk about the characters and was not readily codeable into further subcategories. Examples include: 91 I thought, oh, shes copying her Dad (PA 11.2)
And then I thought, nice of him to ask um, if she wants to meethis friends (PG 15.4)
The full break down of numbers and response tone of this category are illustrated below.
Table 2.23 Coding frequencies for category Character-Observations (CHAR-OBS)
First viewing
Positive (+) 36
Neutral (0) 110
Negative (-) 56
Total 10
It is not clear what design implications follow from this material. As with most of the material, the active nature of participants is shown. The cluster on relationships may suggest that film makers need to provide enough context material to enable viewers to quickly understand key relationships in the film.
2.4 Concluding discussion and further research
This section first discusses report structures and their link to schemas (research questions one and two, section 2.1, above). Then an overview of the design implications is given (research question three, section 2.1, above), before six design implications are discussed. Finally, the issues arising for further research within this research project are outlined.
92 2.4.1 Report structures and schemas
Participants in this investigation used language that suggested that they were accessing schematic representations of films, film elements and genres (e.g., Bordwell, 1985). The language of the participants also suggested that they were constructing mental representations of Ice Cream Dream, then comparing their ongoing understanding of the film with these schematic representations, a developing cognitive structure that enabled participants to understand the film and engage with it, a situation model (Graesser et al., 2002). Underlying this process is the effort after meaning (Bartlett, 1932) and constructionist activity (Graesser et al, 1994), with participants reporting cognitive work to try and understand parts of the film. This research has revealed that in addition to the three factors that Graesser et al. (1994, pp. 371-372) suggest underlie constructionist activity, usability problems can derail this activity, resulting in neglected processing of immediately following events and therefore disruption of enjoyment.
Participants had a schema for what constituted an appropriate and effective summary. This is illustrated by the fact that participants routinely, in summarizing the film, omitted parts of the film that visually or dramatically seemed highly memorable, but which were not central or critical to the film story, thereby going beyond breakpoints as structuring summaries (Schwan and Garsoffky, 2004) to include/exclude summary items on the basis of saliency in relation to the films story, a more complex series of mental operations than perceptually and cognitively determining breakpoints (e.g., Zacks et al, 2009). Further work on this phenomena is needed but if this finding is subsequently confirmed and delineated, this could be very significant for understanding word of mouth phenomena, which is related to the success of movies in commercial terms. Understanding this phenomena might also shed light on how people enjoy movies after the movie is finished: Do they remember their actual experience and its enjoyment or does the summary organise 93 those parts of the movie that fit into a mental schema of summary, thereby structuring the memory of the enjoyability of the film? This would suggest that some of the more dramatic moments of the movie might be forgotten in the longer term if not tightly integrated into the mental schema of what constitutes an appropriate and effective summary. Issues related to summary will be revisited later (Chapter Five, below).
Other coding categories revealed distinctive and unique facets of schemas, related to salience, optimum levels of novelty and issues of mixing schemas. These issues may currently be neglected in schema theory. Rather, there is a focus on efficiency and related parameters (Abelson, 1981) or emotion is excluded entirely (Bordwell, 1985). This leaves salience which may turn out to be a highly contextualised, multi- dimensional emotional-cognitive construct under researched as an issue in applied schema theory. Some schemas do not seem to have a range of slots for content but rather may function in an on-off manner. Perceived failures in the film related to usability a normative set of expectations and hence a schema on Abelsons definition (Abelson, 1981, pp. 717-718) may be a breakdown in a usability schema for commercial films or may just represent breaks in the immersive affective experiences (Douglas and Hargadon, 2001) of the film.
Some categories that may be schematic in terms of peoples reported experiences of films generally are not salient in terms of the type of film studied in this research. The Real Life Reflection group of results are omitted. This is because in Ice Cream Dream there seemed to be no overt self-help content where real life reflection might form part of the design intent for the film. So this group of results cannot be used to generate design implications, since the effects reported by viewers seem unintended by the designers (i.e., the filmmakers). It may be that there are schematic aspects to the categories in this coding group that would feature more prominently in an analysis of media artifacts where self-help is prominent, such as television programmes about effective parenting. In research on 94 such programmes this category would then become a prime target for exploration and analysis.
Segments coded as related to the dream sequence (Specific Film Aspects- Dreams (Identity)) were highly schematic threads of experience (McCarthy and Wright, 2004), with participants comments indicating how the bounded experience of this dream sequence extended beyond the sequence and the film itself (see the concluding comments to Chapter Four of McCarthy and Wright, 2004). The dream sequence was a discrete identifiable stage for participants. The move into the schematic dream was marked by transitions (Specific Film Aspects-Dreams (Transitions), with one participant reporting the transition out of a dream as involving the sound of a cheering group of children in the dream becoming the sound of someone waking the main character from the dream, which she said she had seen in other films. One participant mentioned a dream sequence where the transition to waking (i.e., the transition event itself) was a key indicator that what had gone before was a dream, which was not otherwise signified (in design terms, this is an after the event explanation by the film makers). The three main slots identified for dream sequence are altered reality, visual effects and associated music. A full investigation of the schema for dream sequences would involve repeating the investigation with other films containing dream sequences, including investigating the phenomenon where the presented material seems to prompt experiences that remain linked to yet spread beyond both the presented material and the film within which the presented material occurs (McCarthy and Wright, 2004). If other participants in future investigations were to show a preference for a more subtle series of schematic markers (slot content) than used in Ice Cream Dream this would relate well to the suggestion that the optimal configuration for slot content may not be strongly prototypical (which in the case of the dream signifiers in Ice Cream Dream seems by some participants to have been perceived as too obvious) but balanced at an optimum position of novelty, within a prototypical framework. The identification of slots for dreams that include transitions suggests, more 95 generally, that there may be other subtle and as yet unidentified schemas whose function is to mark transitions, beyond widely used conventional optical effects such as dissolves or wipes.
Another category with schematic structuring is that of General Film Expectations, referencing schemas related to genre. In this category participants referenced schemas related to genres of childrens film and horror film. This category reveals the importance of establishing and conforming to expectations that have been set up at the start of the film as to its content and texture, whilst not conforming too closely to prototypical genre expectations. Different genres may have their own audiences and the range of deviation from the prototype may differ for different genres (there may be less flexibility within horror than comedy, for example). In this research, the schema childrens film reported by the participants had slots for bright, cheerful music and graphic design with uncomplex structures. The schema for horror film had slots for dark music, slow motion and slow blinking, all of which suggested bad things and ghosts to participants. The fact that the film evoked two contrasting schemas caused processing difficulties for some participants, who were erroneously prompted by horror markers to expect a range of events that did not occur. In other words, disparate and competing slot content invoked two different schemas, interrupting the cognitive flow of schema processing, creating an impasse and attempts at repair (Van Lehn, 1989). The unsuccessful mixing of schemas in this film also suggests that the director had moved beyond the point as which novelty was beneficial. Clearly, in other commercial films mixing genres has been a successful strategy (e.g., schlock horror and spoof horror films which have become a new genre).
Some elements in Ice Cream Dream seemed to interrupt the trance (Sturm, 2001) or flow (Csikszentimihalyi, 1990) of the film experience because it focused attention on real world aspects of the film (such as an actors acting). Such breaks represent a diversion of cognitive resources from the storyworld of the film. In instances related to the usability of a 96 film (such as the convincing nature of the acting), all related schemas would function normatively and invisibly, only being noticed in the fracturing of a schema by the absence, for example, of expected slots. In any such schemas related to realism or convincing content there is no room for novelty the slots may not be a sliding set of values from prototypical through novel to incomprehensible, rather they may be binary on-offs. Acting (Specific Film Aspects-Acting), hair and costume all have to conform to the expectation of the default binary setting on. Unconvincing acting draws attention to itself and away from the storyworld of the film. The binary switch is now in the off position, with cognitive resources diverted to processing this break in the convincing nature of the acting. It may also be possible that in fact no such schemas for realism exist: rather than switches going to off from the default setting of on, all that is happening is a diversion of attentional resources and a concomitant breaking of the film experience. Such an issue is beyond the scope of this investigation. However, such examples do show that participants can give verbal flags to non-verbalisable events: people can identify bad acting even if in the more subtle examples of bad acting people cannot exactly verbalise why the acting should fail to convince. There may also be subtle schemas related to good acting, functioning at a semi-verbalisable level.
A key issue that has emerged from this investigation for further research is the importance of studying actual exemplars of coded phenomena from viewers talk, across a wider range of occurrences (e.g., a range of dreams in a range of films), both in terms of developing the analytic approach but also in terms of extending and deepening the explanation and analysis of viewers talk on these range of occurrences. This is important because prototypicality may have an observable measurable artifactual quality in many cases. It has been suggested (Abelson, 1981, pp. 726) that internal coherence and external similarity might be two aspects which could be operationalised, though in this account only on efficiency (ibid.), which would seem too narrow a basis for cognitive-emotional film phenomenon. Prototypicality also (in the designer-artifact-viewer dialogue) has a 97 psychological quality, both as to individuals and as to groups of individuals, where categories and therefore slot content are identified by family resemblances or differences to other categories (Abelson, 1981).
2.4.2 Overview of design implications
Film design implications will now be listed. It should be noted that these implications apply most strongly where story and characters are important, in other words where users start to engage with the material at a cognitive and emotional level. Some of these implications may already by known by expert film designers.
Six of the coding categories (see Table 2.24, below) presented no design implications. This was primarily because participants reports were mostly idiosyncratic and referenced real life events rather than film events (e.g., the Real-Life Reflection grouping). It should be noted that further research beyond the scope of this current project may identify possible design implications from these coding categories, particularly if larger numbers of participants take part.
Table 2.24 Coding categories with no design implications
Category
Design implications
Real-life reflection- film
Real-life reflection- personal
Real-life reflection- general
Specific film aspects- dreams (transitions)
Film makers intentions
Specific film aspects- starts and ends
No design implications from this category
No design implications from this category
No design implications from this category
No design implications from this category
No design implications from this category
No design implications from this category
The remaining thirteen coding categories (Table 2.25, below) presented 98 possible film design implications, with the first seven of these categories being more provisional than the remaining six, as indicated by the use of the word, may. Further research may identify design implications from these categories if larger numbers of participants take part or if empirically grounded research frameworks are developed which give credibility to design implications suggested by only a few participants.
Table 2.25 Summary of design principles from coded segments
Category
Design implications
Real-life reflection- actors
Specific film aspects- location
Specific film aspects- costume
Specific film aspects- sound
Specific film aspects- casting
Specific film aspects- hair
Specific film aspects- credits
Specific film aspects- acting
Specific film aspects- properties
Specific film aspects- camera
Specific film aspects- dreams (identity)
General film expectations
Character observations
Viewers may enjoy the appearance of well-known people from other domains
Locations may benefit from being prototypical
Costumes may benefit from matching character
Schematic but subtle sound effects may work well
Casting good looking children may not work well
Hair styles may benefit from being normal
Credits may benefit from being schematic
Ensure that competent actors are used
Balance visual interest with visual clarity.
Set up symbolic use by explicit pointing, ensure that the use of pointing by camera corresponds to design intentions for that sequence
In dreams, ensure that effects match expectations but in novel ways. Time passing can also be used.
Reference conventional genre signifiers, be careful mixing incommensurate genres
Provide enough context material to enable viewers to quickly understand key relationships in the film
2.4.3 Six design implications
Six film design implications are now suggested. Some of these are 99 related specifically to film design, others to the professional context of film designers.
Firstly, the use of schemas and the issue of matching the individual slots to the schema needs to be handled carefully. If a movie features selling ice cream from a van, it may be that the most usual context for this is the van travelling round the streets (as is done in Ice Cream Dream). Yet selling ice cream from a van by the seashore on a sunny day might make for a more interesting film, by using a more novel series of slots that still fits the known schema. Film designers should not make the mistake of deploying schema theory only to choose the most typical slots for schemas. Rather, film designers should pick interesting slots that still function within the well known schema, thereby gaining the advantages of speed of processing due to the familiarity of the schema and interest due to the schemas novel slots.
Secondly, film designers should strive for clarity. Every visual and sonic element needs to be unambiguous and totally clear to users (unless being unclear as to the nature of a particular element is necessary). Lack of clarity disrupts processing and therefore disrupts the immersive nature of the experience.
Thirdly, film designers should understand that potentially everything has meaning for users. So, because of the profound sense-making that users engage in, everything must drive the filmic experience forward. Failure to consider the possible prompting of spurious meanings in a viewer may result in that viewers attention being diverted from the immersive experience, to the detriment of that experience.
Fourthly, priming effects should be explored. It may prove possible to evoke a more intense experience by presenting viewers with a smaller mental model of a particular experience beforehand, thereby priming users for the larger experience. In connection with this, making strong use 100 of the grammar of the shot in the film being designed could have benefits beyond the visual clarity that this grammar promotes (for example, in a mid shot not cutting on the knees but above or below), such as subliminally eliciting mental models of film enjoyment linked to past intensely film enjoyable experiences.
Fifthly and more generally, film designers need to increase the reflective stance to their design activities (see on reflection in design, Schn, 1991). It cannot be assumed that film experiences can be totally designed or cued. Since viewers are actively making sense of what they experience (effort after meaning, Bartlett, 1932), film designers need to consider the range and individuality of the viewer and aim to design prompts for experiences that take into account the variability of viewers.
Sixthly and finally, film designers need to build their research awareness, both individually and collectively. It may be that film can be researched at a level of granularity that corresponds to an individual experience moment (a single time-bounded moment or element in a strand of visual, cognitive and emotional time-bounded moments, McCarthy and Wright, 2004). This might eventually facilitate the building of a detailed grammar of film experience. Such a project would require that film designers move to a model of film design practice incorporating a professional culture of research, including the qualitative investigation of verbal reports on film, within a soundly based psychological framework of film.
2.4.4 Conclusion and issues for further investigation
Film is a structured sequence of events (e.g., Boorstin, 1995). This research has revealed underlying structures in viewers talk about a short film, Ice Cream Dream. It has also taken a first step in developing a schema based set of design implications.
The first limitation of investigation one related to the method used and 101 what information was potentially being missed. The method involved showing participants the film Ice Cream Dream in its entirety then asking them to reflect on their reactions from the first viewing, after each segment of the film was shown a second time as a recall prompt. This meant that other material in the film that was not being reported might also provide valuable analytical insights, such as material on story. A solution to this could be found in a close schematic analysis of film content, which might reveal other critical aspects related to film content that might link to viewers talk findings from investigation one and with the framework being developed over the course of this research. This first limitation argues generally for an investigation of film structure to be undertaken in further investigations.
The second limitation was the lukewarm rating given to the stimulus film. Ice Cream Dream was rated by the ten participants at 3.2 (average of all scores) out of a possible score of 5, indicating that the film was not perceived as either strongly good or bad by the participants. Ice Cream Dream also prompted many negative comments related to aspects such as lack of clarity and believability. Because of the relative lack of positive comments about Ice Cream Dream, the resulting theorisation was one-sided, focused on negative and neutral issues. This second limitation argues generally for a further viewers talk investigation using a film that would likely be highly rated by participants, to bring greater balance to the framework being developed in this research.
The third limitation is the possibility that the semi-structured interviewing of investigation one might be shaping some of the responses, an issue relating to the context of the investigation. This limitation argues generally for a non-interview based viewers talk investigation. Additionally, a research investigation based on online viewers talk unshaped by the interview context, for example, might provide the opportunity to investigate whether the framework being developed was applicable to other contexts of viewers talk, as well as offering the opportunity to deepen the framework 102 with new research findings. In the light of these limitations (immediately above), it was therefore decided to undertake a structural schematic analysis of the neutrally rated Ice Cream Dream (addressing limitation one, above) and the highly rated short film The Wrong Trousers (addressing limitation two above, in relation to structure), with a further viewers talk investigation on The Wrong Trousers, drawing on material in the Internet Movie Database (addressing limitation two in relation to viewers talk and limitation three, above). It was also decided to undertake the schematic analysis of The Wrong Trousers (the investigation reported in the next chapter) before the schematic investigation of Ice Cream Dream, in the expectation that a schematic analysis of a successful film first would give greater analytical depth to the schematic analysis of the less successful Ice Cream Dream. 103 Chapter 3. Investigation two schematic analysis of short film The Wrong Trousers
3.1 Introduction
3.1.1 Issues arising
In the first investigation (Chapter Two), viewers talk about the short film Ice Cream Dream was examined, to see how viewers talked about the film and what categories of talk could be discerned, how these categories might map onto schema theory and what design implications could be developed. Two limitations arose from the first investigation that informed the current investigation.
The first is that little was said by the participants about story structure. Therefore investigation one has not yielded much information on schemas in story, though the finding on summaries (section 2.3.3, above) is tangentially related to this. There is therefore a need for a schematic and closer analysis of film structure beyond the level of detail in the segmentation used in investigation one, which was not a schematic analysis. Such a schematic analysis would link the findings from the first investigation to a detailed schematic analysis of the film content. The second issue relates to the rating of the film itself. Overall Ice Cream Dream was neutrally rated, a negative outcome in terms of film enjoyment. The findings from the first investigation were therefore skewed towards the negative, raising the need to examine a positively rated film.
To address these two limitations, it was decided to do a second investigation involving the schematic analysis of a successful film, the highly rated and Oscar TM winning The Wrong Trousers. Such an analysis might reasonably be expected to give clues from the structure of The Wrong Trousers as to why that film was so successful. 104 Specifically, investigation two sought to answer three questions. The first question was, what are the content structures that organise the film? (research question four, section 1.7 above). The second question was: do these content structures map onto schema theory? (research question five, section 1.7 above). The third question related to the design of film content: can a set of design implications be developed from the investigation of structure in film content? (research question six, section 1.7, above). This last question comprises an identification of possible design implications for film from the schematic analysis.
3.1.2 Methods of analysing film content and problems
There are a number of approaches to recording or inspecting the content of any particular film. In this section four approaches are briefly examined (segmentations, screenplays, MPEG7 and automatic content logging), considering the problems with each. This investigation developed and used a method of schematic analysis, as discussed below (section 3.2.2).
The first approach to film content could be to create a segmentation of the film (Bordwell, 2001; Bordwell, 1985, see also an example in Table 3.1, below). Such segmentations do not explicitly promote any structural understanding of the film based on schema theory.
The second approach would be to use the screenplay of the film, the principal design document in the early stages of creating a film. The script contains a verbal description of the content of the film, indicating whether the action takes place inside or outside (INT. or EXT), where the action takes place and an approximation of time (e.g., DAY or NIGHT etc.,). It also indicates what the characters in the film are saying and doing.
There are a number of problems with using the screenplay. Firstly, the screenplay and any script variants record full dialogue but little shot information, representing too low granularity on the one hand (it represents the 105 totality of all planned speech) and too high granularity on the other hand (little information about shots). Secondly, the final film is invariably different from the screenplay as actors and directors often change lines after the screenplay has been written and in the version released may have altered or removed elements delineated in the screenplay, when it becomes clear from the filmed version that these elements are superfluous (on DVDs such elements can often be found under the menu item, Deleted scenes). Screenplays are therefore not sufficiently reliable documents to work from.
Reliability is a point which also applies to other documents from the film making process such as shooting scripts and continuity reports (which are not generally available for purchase in the way screenplays are). Documents used later in post-production such as the edit decision list which lists all shots as edited in the final film come too late in the film making process to have any design ramifications, are not usually available in the public domain and do not contain useful descriptive material of the content of shots.
The third approach is to use the MPEG-7 specification standard for describing media content, a rich set of tools for completely describing multimedia content (Martinez, Koenen and Pereira, 2002, p. 78). Such tools are focused on different aspects of the content of any film or video, such as visual descriptors related to colour, texture, shape, motion and location (ibid.) or audio descriptors related to aspects of timbre, signal and speech content (ibid.).
Fourthly, automated and semi-automated film content analysis and logging approaches could be used (e.g., Wang, Liu and Huang, 2000; University of York, 2005). Such approaches are highly technical and focused on the task of exhaustive content logging and analysis, meaning they are not suitable for non- specialists and that the level of granularity will be too low to be suitable for a schema based research and design approach. They are also systems which require purchase systems which may still be under development and therefore are not totally reliable (Wang, Liu and Huang, 2000; University of York, 2005). 106
Because of the problems with the methods detailed above for this research, a systematic method of analysis was developed in this research called schematic analysis. This is detailed below (section 3.2.2).
3.2 Method
A short film, The Wrong Trousers, was systematically structurally analysed. An iterative approach to the development of methods and generation of results was used, with content systematically analysed, iteratively identifying mid and higher level structures. The research included developing methods for testing the boundaries of schemas, with a descriptive nomenclature for research and design.
3.2.1 Materials
The film The Wrong Trousers is a 29 minute short film (Park, 1993). A segmentation is now shown, written to capture the emotional tone of the film (Table 3.1, below).
107 Table 3.1 Segmentation of The Wrong Trousers
OPENING TITLE AND CREDITS
ACT ONE: Status quo and inciting event Gromit is eating breakfast, waiting to see if he will have any birthday cards or presents. Wallace wakes up and gets ready, using machines he has built. Gromit gets his presents. Wallace gets bills and realizes that he is in financial straits, partly because of the cost of the presents he has bought for Gromit, including a pair of NASA techno trousers. As a financial solution, Wallace takes in a lodger, the penguin who steals Gromits bedroom and turn out to be a bad lodger. Whilst the spare room is being decorated, the penguin sees the techno trousers in operation. He then worms his way into Wallaces heart and drives Gromit out of the house, gaining access to the techno trousers. The Penguin alters the techno trousers and traps Wallace in them, exhausting him by making the techno trousers walk, run and jump all around town at the end of it all Wallace falls asleep.
ACT TWO: Hero takes action, reversal, antagonist wins Gromit is looking for accommodation and at first doesnt see Wallace in the background being bounced around in the techno trousers. He looks at a wanted poster of a chicken, seeing something familiar in the face of the criminal (it is the penguin wearing a red rubber glove on his head, like a chickens cockscomb). Gromit sees Wallace, who calls to him for rescue and Gromit realizes the penguin is controlling the techno trousers. Gromit follows the penguin, spying on him to try and work out what he is up to, eventually seeing his plans for stealing a diamond. Wallace is asleep due to exhaustion and Gromit has got trapped in the getting ready in the morning machines that Wallace has built. That night the penguin uses the techno trousers to break into the local museum and steal a diamond being exhibited there. Back at the house, Wallace is locked in a wardrobe by the Penguin. Gromit confronts the Penguin with a rolling pin, but the Penguin has a gun and locks Gromit into the wardrobe and starts to make his getaway.
ACT THREE: High effort and victory Gromit manages to rewire the techno trousers to stamp Wallace and Gromit free of the base of the wardrobe. Gromit gives chase on the toy train that threads its way around the ground floor, with the penguin sitting in the fuel carriage at the front of the train. Wallace trips the train on which the penguin is sat on, the penguin goes flying through the air, ending up squashed into a milk bottle, from where he is returned to jail, the zoo. The film ends with the reward money that Wallace and Gromit have received resolving the financial crisis and Wallace reaffirming his friendship for Gromit. The trousers walk off into the sunset
CLOSING TITLES AND CREDITS
This segmentation incorporates the three act structure and major schematic turning points. It should be noted that the segmentation is not just descriptive it also seeks to represent the emotional texture of the film in its language.
108 3.2.2 Analysis and coding procedure
The film was analysed using a computer based DVD player, running the software PowerDVD. The version of PowerDVD and the hardware used did not permit time-frame accurate logging timings of shots are accurate only to plus or minus one second. The timing of shots are therefore not used in this research for reporting purposes, only for facilitating the logging process. The shot number is used as the unambiguous means of indexing shots.
Since schematic analysis is a new approach, it was necessary to develop the approach and identify and resolve substantive issues as they arose, to create a robust procedure that could be used by other researchers and film practitioners. The process has the following components: factual logging for production of a Shot Description Document, schema analysis via the production of the schema map (which comprises the schema structure table for the whole film and schema slot tables for each aggregate schema).
3.2.2.1 Factual logging and the Shot Description Document
Since film is a constructed and sequential artifact, the shot is the basic building block. Schematic analysis started with factual logging (i.e., describing and writing down the film content). This is done at a mid-level of granularity sufficient to give the sense of the shot.
This logging is done in a document called the Shot Description Document (SDD), with the aim to factually describe the content of each shot, but also to capture the emotional essence of a shot. An extract of the SDD now follows, below (Table 3.2, a more extensive extract can be seen in Appendix Three):
109 Table 3.2 Sample extract from the Shot Description Document for The Wrong Trousers
Start
End
Shot number
Textual description
14:44
14:53
177
Very long shot. Towards the end of the street, the penguin takes his notes in the lit area of a narrow alley, buildings on either side. The camera focus is pulled back to Gromit in the foreground. There is a moment of silence, a dog barks in the distance. Gromit looks around, spots a solution, puts the cardboard box over himself and starts to move forward, totally covered by the box.
From the SDD of the film, the schematic analysis is constructed: the analyst can go higher or lower for useful analytical information, as will be seen below. Complete speech segments are recorded, but the meanings of visual material is abstracted and reported in abbreviated form where necessary to understand the scene and represent the emotional texture of shots.
The SDD expedites the schematic analysis of the film and minimises the need to revisit the artifact the actual film once the SSD has been completed, resulting in a substantial time saving to the analyst. It soon became apparent during the logging of The Wrong Trousers that in the creation of the SSD the analyst needs to be aware that constant schema activation in his or her mind as the film is watched causes logging inaccuracies. This is because the analyst fills in gaps in what is shown in one shot with content correctly anticipated yet only shown in the next shot, due to his or her pre-existing knowledge of the film. This results in shots being attributed to schemas incorrectly, since a new viewer of the film would not yet have been prompted for a particular schema. This process results in errors in the SDD, usually anticipation errors such as, erroneously for shot 6, Gromit goes to get the post (the completion of the schema is actually shown in the following shot) as opposed to the correct a single flap sound. Gromit looks roundhe moves out of frame (shot 6), then picks up the mail with his paws in the following shot (shot 7). The entire logging of the film in the SDD was therefore re-checked on a shot by shot basis 110 to remove any such errors.
3.2.2.2 Schematic map schema structure table and schema slot tables
Working from the SDD, the schematic analysis is systematically built up, looking for boundaries between adjacent phenomenon or entities (e.g., Tversky et al., 2002) normally a chronological, physical or thematic boundary to identify the schemas. These schemas can then be built into higher order schemas and linked into story structure schemas. Each level incorporates in abbreviated form the levels below it, a vertical link which provides the route from shots to story. Working the analysis up and down in this way allows the structure of the overall film to be seen and systematically and factually logged, resulting in a schema structure table of the film. Schema slot tables identify the slots in the individual schemas, noting whether the slots are prototypical or associated. As a result of this process, higher than shot level schemas emerge from the data, with the output of an interlinked and detailed analysis of the film in relation to what are here called aggregate schemas (see below).
Structural schemas (genre, summary, story and three act structure) are top level entities. In the current investigation, the focus was only on the structure of the in-film content, so issues of genre (a meta-category arising from in-film content, compared with other films sharing similar schematic markers) and summaries were not dealt with.
3.2.2.3 A structuring schema
In this investigation a new type of schema, called here aggregate schemas, emerged as being important in structuring the film, acting as a structural spine. Aggregate schemas are meaningful and nameable sequences of actions carried out by characters which together make up a known sequence, such as having breakfast. These are reported in the following section (section 3.3).
111 3.3 Results and discussion
3.3.1 An expanded typology of schemas
This investigation has identified a new class of integrating schemas, focused on aggregates of action schemas. These were called aggregate schemas and consist of nameable mid to large scale actions. It should be noted that temporal sequence is not necessarily implicit in the slots for these schemas as it might be with other related structural entities such as scripts for behaviour (e.g., Abelson, 1981), where the slots follow in broad temporal sequence (such as, in a restaurant, following the restaurant script consisting of elements such as being greeted by staff, being given a menu etc.,). Scripts of this nature are a subset of aggregate schemas. As the SDD was worked through, the schemas were identified and work proceeded iteratively on defining each schema, with the SDD being referred to as a means of testing and developing how aggregate schemas were identified and whether the slots consisted of prototypical content (content defining the schema) or associated content (content which often occurs within the schema but does not define the schema) when the schema is in play. The opening and closing credits were not analysed.
Then the identifying principles for aggregate schemas are listed (section 3.3.2), followed by an overview of these schemas and the schema map for the film (section 3.3.3). The sections after that (3.3.4 to 3.3.28) define and delineate the slots for each aggregate schema, showing links to adjacent schemas where relevant and discussing design implications as these arise.
3.3.2 Nomenclature and identification of aggregate schemas
3.3.2.1 Nomenclature of aggregate schemas
In what follows, the term schema is used for aggregate schemas, unless otherwise indicated or is clear from the context. Twenty-five schemas were identified. The schemas Having breakfast, Financial crisis, Captured and 112 Faithful pet dog had two instantiations, with four instantiations of Getting ready in the morning. New instantiations are shown with a number in braces.
In reporting the analysis of each schema, slots are divided into two categories (prototypical and associated). Prototypical slots are those slots which are central and necessary to identifying and naming the schema under consideration. Associated slots are elements which by cultural habit or physical necessity have become linked to the schema. To avoid excess verbiage, the presence of a character is not logged as a specific slot (as it might be with breakfast, which requires someone to eat the meal) since the name of the character is identified in the slot table for each aggregate schema and the text explaining it. As the analysis proceeded it became clear that there was a third category, where the schema is delivered complete to the viewer in a statement (either verbal or written). This category was called, statement of schema. Slots are presented in the temporal order in which they occurred in the film, unless there are repeated elements, in which case the element is only mentioned once at its first occurrence.
3.3.2.2 Identification of aggregate schemas
Although dictionary definitions can provide the starting point for some aggregate schemas and their prototypical slots, because dictionary definitions are purely linguistic they may not incorporate the richness of the schema in actual use (for an example: Blake, Bisogni, Sobal, Jastran and Devine, 2008). In instantiated form in the physical world, associated slots can also be identified. Associated slot may be implicit in the dictionary definition and necessary for it to be instantiated, or may be generically associated with the schema in the way it is instantiated in the real world. So, for example, particular places (a dining room or kitchen, for example) are associated with breakfast (and are therefore treated in this research as associated slots in the schema) but do not feature in the dictionary definition of breakfast.
Human analysts can often readily identify common aggregate schemas such 113 as having breakfast without needing heuristics or a dictionary to do so. Principles are needed for identifying the starts and ends and levels of analysis of aggregate schemas, to ensure consistency of identification and to provide a means of handling difficult cases. A number of test principles for identification were developed in this research, as now indicated.
The first test relates to granularity: aggregate schemas are mid level schemas made up of lower level fast actions, therefore aggregate schemas are temporally slower than action schemas. This first test is a speed test related to the length of time for completion of the schematic set of actions or events. So getting out of bed is an action schema, not a aggregate schema, since it is temporally a fast action. Aggregate schemas may also be of relatively extended temporal duration (see below), such as in the case of a robbery.
The second test is related to boundaries, where one aggregate schema ends and a new one starts. This test is that the scenes in the film are not immediately contiguous with each other in time, location or theme. Because actual schemas are often well known in western culture, the answer is often obvious: in having breakfast someone has finished once they are no longer eating or drinking the meal and it is no longer morning. At the level of fine detail it may be objected that some participants might report including the food and drink preparation at the start and the washing up at the finish in their schema of breakfast, whilst other participants may only include the actual eating and drinking. In actuality, if the film content included a shot of washing up after breakfast, this could be included in the having breakfast schema as an associated follow on activity, since it represents the total completion of having breakfast, that is to say once everything has been washed up and put back in cupboards that is normally a conclusive indication that having breakfast is finished.
The third test of whether a schema is a aggregate schema relates to aggregates of slots. If the analyst asks, what action is Gromit doing in a shot where Gromit is pouring himself a cup of tea in the morning whilst seated at 114 the dining table, there are two possible answers. The first is an answer at the action schema level, Gromit is pouring a cup of tea. Yet consideration of the slots and the context within which they occur brings the analyst to a second answer, which is a description at the level of the entire sequence of actions, with the slots filled in to activate having breakfast, prompting delivery of the complete schema.
It should also be noted that some aggregate schemas may be extended over greater periods of time than having breakfast. For example, the birthday schema may be extended over most of the day (receiving birthday cards in the morning, having a birthday party in the afternoon etc.,) and other schemas such as a undertaking a heist may be extended over longer periods still (planning the heist may take place weeks before the actual robbery, for example). The tests (above) are applied to ask at what point the activities that a person is engaged in are no longer related to the heist i.e., the activity on screen is unrelated to any slots for the aggregate schema of undertaking a heist. This also applies to aggregate schemas temporally or spatially embedded in other longer aggregate schemas. So for example, if the penguin has breakfast on the day of the heist, the breakfast falls within a breakfast schema and not the heist schema, since this breakfast is normally neither prototypically or causally linked to the actual heist as it unfolds.
Finally, schemas can be changed retrospectively, usually indicated by a reveal (a shot revealing something previously hidden, note the commentary on McTiernan, 1999). In The Wrong Trousers, there is a reveal that the penguin is planning a robbery, when Gromit sees the penguins map of the museum with the location of the diamond written on it. This reveal then reinterprets the previous schemas, such that they are seen in a new light, in this case a heist schema which will likely be of extended duration.
115 3.3.3 Schema map for The Wrong Trousers
Working from the SDD, the analysis proceeded up from the shots, with aggregate schemas emerging as a new category that structures the film. The start and end point of each schema was recorded in line with the principles above (section 3.3.2.2). This process has as its output, a schematic map of the film.
The schema map has two components. The first of these is the schema structure table (below, Table 3.3), which shows how the schemas play out throughout the film and how, on a shot by shot basis, they are related to each other. The second output comprises a collection of schema slot tables, which were created by using the SDD to identify the slots for each schema and their type (prototypical, associated) and whether there was a statement of schema. This material comprises the second part of the schematic map, the schema slot tables (as reported for each aggregate schema below, sections 3.3.4 to 3.3.28). From the schematic map (structure table plus schema slot tables) supplemented by the SDD when necessary, the design implications were identified.
In a large scale project involving many films, the schema map together for the SDD of each project would form a schematic record of each film, with a separate schema map document for each film. This first part of the schema map, the schema structure table, now follows (Table 3.3, below), with the three act shown, to facilitate comparison with the segmentation (above, Table 3.1). The numbers in brackets indicate the instantiation of the schema, i.e., first, second, third or fourth. Following that, the second part of the schema map, the schema slot tables, are reported (sections 3.3.4 to 3.3.28).
116 Table 3.3 Schema structure table for The Wrong Trousers (numerals indicate number of instantiation of schema)
Name of schema (instantiation)
Start (shot)
End (shot)
ACT ONE: Status quo Having breakfast (1) Having a birthday Getting ready in the morning (1) Financial crisis (1) Getting a lodger Decorating a room Bad lodger Getting ready in the morning (2) Having breakfast (2) Faithful pet dog (1) subverted Leaving home Antagonists plan equipment Getting ready in the morning (3) subverted
ACT TWO: Hero takes action, reversal, antagonist wins Lodger seeking accommodation [Re-interpretative] Antagonists criminal plan equipment Spying [Re-interpretative] Antagonists heist plan Getting ready in the morning (4) subverted Captured (1)
ACT THREE: High effort and victory Escape Chase Captured (2) Faithful pet dog (2) restored Financial crisis (2) resolved Walking off into the sunset
2 3 5 27 28 84 93 103 104 105 117 125 128
139 142
156 200 217 308
315 325 401 406 408 416
25 66 16 83 83 92 102 111 107 125 125 127 138
147 195
216 300 225 314
346 401 405 415 411 416
Each schema is now reported and discussed. Design implications follow.
3.3.4 Having breakfast schema
3.3.4.1 Identification
The start of this schema is indicated by Gromit pouring a cup of tea (shot 2). The end of the schema is indicated by the last shot which contains a clearly 117 identified slot for the breakfast schema, in this case Wallace swallowing a mouthful of toast (shot 25). This schema begins with the character of Gromit and then, later, it encompasses Wallace as he joins Gromit.
The viewer of the film knows that Wallace and Gromit live together, fitting the combined Wallace and Gromit schema of friends and pet and pet owner, so are primed in advance to expect that Wallace and Gromit will have breakfast together. This schema overlaps the schemas, birthday and Getting ready in the morning.
The dictionary definition of breakfast is That with which a person breaks his fast in the morning; the first meal of the day (OED, 2009). The necessary slots are therefore a person and a meal which is the first meal of the day. In the implicit category of additional slots there is location: a physical action requires a place for it to take place. In common use in the west breakfast is usually taken in a specific location such as the kitchen or dining room. In the category of associated slots, a drink of some sort is often imbibed, since human beings find that eating is easier when accompanied by fluids, though the choice of drink may be shaped by cultural or habitual factors (see Chapter Two, above).
This schema encompasses the schema, Getting up in the morning, where Wallaces alarm clock shows the time of 9:00, with a morning quality of ambient light. There is also a servants sign in the kitchen/dining room with a flashing light and buzzer which is operated by Wallace from his bed displaying the word Breakfast in the dining room for Gromit to see, a clear statement to the viewer about what meal this is. The schema Having breakfast is summarised overleaf (Table 3.4).
3.3.4.2 Design implications
In The Wrong Trousers, the schema having breakfast and its overlapping schema of getting up in the morning reinforce each other in a feedback loop the viewer is prompted to think that eventually (as happens) Wallace will join 118 Gromit at breakfast. This results in a design implication that is here called parallel schema reinforcement, whereby schemas related temporally, causally or thematically can be run in parallel in the film, mutually reinforcing each other.
Table 3.4 Instantiated schema slot table, Having Breakfast
Instantiated schema description
Gromit has breakfast, joined later by Wallace
Type of slot, slot name and slot content
(Prototypical slot) Morning time of day, signified by morning music and morning quality of ambient light (Associated slot) Cup of tea (Associated slot) At the table (Associated slot) Toaster (Prototypical slot) Food, slice of bread (Statement of schema) Control panel says, Breakfast (Statement of schema) Wallace uses word Breakfast (Prototypical slot) Food, jam flicked into air (Prototypical slot) Food, toast shoots up from toaster, gets jam on, lands of plate (Associated slot) Plate
The actual context of the schema also offers design possibilities. So, for example, the extension of the breakfast schema into breakfast for a married couple offers film makers the opportunity to show whether the relationship of a couple is healthy or not by having one member of the couple responding to attempts at conversation with grunts from behind a newspaper. This is used in The Wrong Trousers, with Gromit seemingly upset at having not got any birthday presents from Wallace and reading a newspaper. This design implication will be called slot context exposition, where the context (visual, sonic and verbal material) around a slot or other content is used to introduce additional story insights unrelated to the schema at hand.
3.3.5 Having a birthday schema
3.3.5.1 Identification
The start of this schema is indicated by a shot of a wall calendar with the day 119 circled in red and a line of days preceding it each neatly crossed out (shot 3), with Gromits hand holding a pen and putting a cross on the circled day. This is a precise and unambiguous indication of the identity of the schema that is about to be played out.
This schema follows the start of the having breakfast schema and encompasses the outworking of the breakfast schema, also overlapping the getting ready in the morning schema. The schema ends (shot 66) on Gromit shaking his head in disbelief at Wallace asking him, How were the techno trousers?, Wallace obviously (and fatuously) expecting a positive response.
This birthday schema also forms the context of the inciting event in the film (the event which makes the rest of the film possible) due to the costs incurred in buying the gifts, which initiates the financial crisis schema. This in turn brings the penguin into the house and provides him with the means the techno trousers of carrying out his diamond robbery.
The dictionary definition of birthday is The anniversary or annual observance of the day of birth of any one (OED, 2009). This definition indicates three slots: a person, an annual observance and the fact that this observance relates to the day of the persons birth. There is no specified slot for location, though there is an assumption that the location would be the place where the person having the birthday is (not coded here, since this is explicit in the use of the name of the character).
An issue of relevance to the viewer (as opposed to the character) is that knowledge of a birthday for the viewer could come in a number of ways, including a calendar on the wall, a birthday card, wrapped presents, and a party: all potential associated slots. In this instance, the character (Gromit) also gains knowledge of the birthday (and has been counting down the days to it) on his calendar. Film makers can choose to have the viewer informed about a particular event or story fact in the story world of the film, without one or more of the characters being aware of this event or fact, which puts the viewer 120 in a privileged position, creating empathetic suspense as the protagonist moves forward unsuspecting into danger (as with Wallace in the heist later in the film). This instantiated schema and its slots are as follows (Table 3.5, below):
Table 3.5: Instantiated schema slot table having a birthday
Schema Description
Gromit has a birthday and gets cards and a two presents
Type of slots, slot name and slot content
(Statement of schema) Calendar, a day circled and marked Gromits [sic] birthday (Associated slot) Calendar (Statement of schema) Gromit puts cross on circled day (Associated slot) Musical birthday card (Associated slot) Wallace uses word, presents (Associated slot) Present One wrapped in coloured paper (Associated slot) Birthday greeting, Happy birthday from Wallace to Gromit (Associated slot) Present unwrapped by Gromit (Associated slot) Present One is inappropriate, Gromit frowns at dog collar and lead, discomfort when collar put on (Associated slot) Present Two wrapped in coloured paper (Associated slot) Present Two given to Gromit, it walks towards him (Associated slot) Present Two is inappropriate, Gromit recoils in fear (Associated slot) Present Two, wrappings, small card on present, ribbon, paper (Associated slot) Present Two is inappropriate, Gromit uses it for a different purpose, pulling toy dog along on wheeled trolley in park (Associated slot) Present Two is inappropriate, Gromits reaction of I dont believe it, when asked by Wallace how he got on with the techno trousers
The presents slots takes place in three stages (availability, giving, judgement of presents as inappropriate). Availability of presents is signaled by a comment from Wallace. Both presents are inappropriate: Gromit is puzzled at the dog collar which is put on too tight; the techno-trousers are given to Gromit in another room, walking towards Gromit whilst still wrapped, terrifying him.
3.3.5.2 Design implications
Since it is a common experience that some presents are inappropriate or 121 unwanted, this offers design possibilities for novel slot content that will be used later in The Wrong Trousers to comic and dramatic effect.
Three design points should be noted. The first is that the slots content for presents are not just inappropriate, they are strongly negative, provoking a strong response in the recipient. This makes the gifts and reactions more dramatic and therefore more interesting, which invests the scenes with more emotional power: schemas are not just cognitive entities but often come bundled with a range of potential and characteristic emotions. This is therefore called slot polarity intensification.
The second design point is the series of responses from Gromit that signal a range of negative reactions to the present of the techno trousers. These reactions are given progressively viewers are prompted by the first reaction and the power of the reaction is deepened by successive and different expressions of it. This design implication is called intensification by progressive reaction.
The presents are given in different locations: the dog collar is given at the table (after it is plucked from the back of the train, which constitutes novel slot content) but the techno-trousers are not walked into the dining room but left stationary in another room. Gromit can see the trousers as he enters the other room but the viewer only sees Gromits reactions of increasing fear quite late in the sequence (shot 38 is the first reaction shot to the techno trousers), with the techno trousers fully shown later (shot 45). This maintains viewer hypothesising and interest. The distinctive silhouette of the trousers links to the opening title shot, setting up the hypothesis for the viewer that this present is in fact the wrong trousers of the title. This is a design implication of visual retardation (retardation, Bordwell, 1985, p. 38) intensification, where the holding back of the reveal of the trousers intensifies interest.
122 3.3.6 Getting ready in the morning(1) schema
3.3.6.1 Identification
The start of the schema is indicated by Wallace lying in bed asleep, the hint that it is time for him to get up given by the fact that the alarm clock is showing 9:00 a.m. (shot 5). This schema finishes when Wallace falls into his place at the table and is dressed by one of his invented machines (shot 16). The actual waking (which might be regarded as the prototypical start to the schema) is not seen at all, the next indication that Wallace is now awake is the electronic sign for breakfast flashing in the kitchen, before a visual cut to Wallace in bed pressing the button to operate this sign. The dictionary definition of ready is Properly dressed or attired; having finished one's toilet (OED, 2009). Elements include: morning time, waking, getting out of bed, washing, dressing, A precursor is that the sleep is the main sleep, not a nap. The slot content for this schema is now summarised below (Table 3.6):
Table 3.6 Instantiated schema slot table Getting ready in the morning(1)
Schema Description
Wallace gets ready in the morning
Type of slot, slot name and slot content
(Prototypical slot) Morning time of day, Wallace is asleep, an alarm clock indicating 9:00 (Prototypical slot) Getting out of bed, Wallace tipped by his invention out of bed towards trapdoor (Prototypical slot) Dressing, Wallace falls through trapdoor and two machines dress him (Associated slot) Ready for breakfast
3.3.6.2 Design implications
This schema omits a prototypical slot (getting washed) but successfully marks the transition from being asleep to awake and ready for the day. In design terms, this is an example of the prompting of a schema by a slot, without showing the full range of expected slots, called here reduced slot prompting. Additionally, the speed of the action at this point means that the 123 viewer probably does not have cognitive resources available to critique the selective presentation of the slots of the schema, even if they were aware of aggregate schemas as a structuring element and were assessing the film material for schema slots. This suggests an additional design implication, called here speed-hide: fast moving elements offer the film maker the opportunity to not present slots that might in real life be highly desirable (i.e., washing oneself), due to the allocation of cognitive resources. If more time were available for viewers processing, the thought that washing had been omitted might have come to some viewers minds, disrupting the film experience. In The Wrong Trousers this design implication would allow the film makers to avoid animating a washing sequence that might have been very difficult and time consuming to animate with plasticine figures.
3.3.7 Financial crisis schema
3.3.7.1 Identification
The start of this schema is indicated by Wallace opening brown envelopes, which are all bills (shot 27). This schema terminates with the penguin accepting the room (he actually steals Gromits room, a novel and sinister variation on the standard slot of acceptance). The penguin as the lodger will now pay rent, therefore the solution to the financial crisis is prompted for the viewer to infer at this point in the film. Acceptance of the room by the penguin is indicated by the penguin unpacking his suitcase in Gromits room on Gromits bed, with Wallace fussing ineffectively in the background, before saying Seems pleasant enough, as he leaves the room, which constitutes Wallaces acceptance of the new arrangement (shot 83), whereupon this schema of financial crisis ends.
Since taking a lodger is Wallaces solution to the financial crisis, this schema is almost totally contiguous with the schema Getting a lodger (below). This other schema brings the penguin directly into Wallace and Gromits life with the (false) promise of the rent sorting out the financial crisis (the crisis is in fact 124 solved at the end of the film by the reward that the pair get for putting the penguin back behind bars). The slot content for this schema is shown below (Table 3.7).
Table 3.7 Instantiated schema slot table for Financial crisis
Schema Description
Wallace faces many bills and has almost run out of money
Type of slot, slot name and content of slot
(Prototypical slot) Bills, Wallace opens his mail, it is all bills (Prototypical slot) Plan for remedial action, Wallace talks of economising, letting the spare room out (Prototypical slot) Low money, Wallace shakes three coins from his piggy bank (Prototypical slot) Over expenditure, Wallace blurts out to Gromit that the presents werent cheap (Associated slot) Plan for remedial action, to let sign
3.3.7.2 Design principles
This is a key sequence in the film, because it brings the penguin into the house, where he will see the techno trousers in operation. Four of the five slots for this schema are prototypical, suggesting a design implication that at key structural turning points in a film the film makers should use prototypical slots for clarity, understanding and impact. This design implication will be called emphasis by prototypical pivoting.
3.3.8 Getting a lodger schema
3.3.8.1 Identification
The start of the schema is indicated by Wallaces stated intent to let a room (shot 28), a statement of the schema in play. The schema ends with Wallace concluding the agreement to let the room by commenting that the penguin seems pleasant enough and leaving him in Gromits room as the new lodger (shot 83).
125 The dictionary definition of lodger is One who resides as an inmate in another person's house, paying a certain sum periodically for the accommodation (OED, 2009). Typical slots would include advertising for a lodger, interviewing the lodger, discussing rules and rent. All of these slots feature in the film, although the slots are varied, with the penguin unilaterally moving in to Gromits room and Wallace just accepting the penguins action (see comment above, section 3.3.7.1). This schema is now summarised below (Table 3.8).
Table 3.8 Instantiated schema slot table for Getting a lodger
Schema Description
Wallace gets a lodger
Type of slot, slot name and slot content
(Statement of schema) Wallace says, rent room out (Associated slot) Advertising, Wallace puts Room for let sign in window (Prototypical slot) Potential lodger (Prototypical slot) Rent, Wallace indicates (Associated slot) Benefits, breakfast included (Associated slot) Show, Wallace shows penguin the room (Associated slot) Rules, Wallace says, no pets (Associated slot) Room dingy (Prototypical slot) Lodger moves in [to Gromits room] and unpacks (Prototypical slot) Agreement, Wallace accepts the penguin in Gromits room
As indicated above, this schema terminates at the same point as the previous schema, Financial crisis. This is because the successful completion of getting a lodger is also, by inference, the resolution of the financial crisis, since schematically the lodger will pay rent.
3.3.8.2 Design principles
Comparing the actual characters involved in the outworking of the schema as it is instantiated in the film with the expected generic slot content may offer opportunities for novelty. In The Wrong Trousers the slot for rules is expected, with slot content of no pets a well known rule in the west. The film makers have Wallace state this particular rule because pets are animals 126 and Wallace is talking to a lodger who is an animal a humorous juxtaposition. This design implication is called, counter expectation slot content.
The second design implication relates to the single action that the penguin takes which is a violation of the schema. That is, he moves into Gromits room. This is slot polarity intensification the viewer is prompted by the penguins negative action to be annoyed on Gromits behalf. A third design implication will be called slot signaling, when a slot is filled with content that hints strongly at something yet to be revealed, building up anticipation. The act of stealing Gromits room opens up the possibility that the lodger is the antagonist (already hinted at in an earlier shot when the penguin stops and stares at Gromit when he first is invited into the house by Wallace, shot 72).
The fourth design implication is a false resolution of schema: getting the lodger seems like the solution to the financial crisis, but is not. This is common in film and other story forms, leaving the protagonist unaware of the danger he or she is in. Due to long familiarity with this dramatic move, a viewer would both understand that this is a false resolution and be disappointed if it were not.
3.3.9 Decorating a room schema
3.3.9.1 Identification
This schema starts in the middle of the action (shot 84) with Wallace hanging wallpaper, the use of a single slot of sufficient potency to immediately prompt the schema for the viewer. It ends with the penguin watching Gromit (shot 92). The slots for this schema are shown below (Table 3.9):
127 Table 3.9 Instantiated schema slot table, Decorating a room
The film makers have already prepared the viewer implicitly for the decorating activity of this schema, since the room being decorated is the dilapidated room that earlier was offered to the penguin, with Wallace commenting about the positive effects of a lick of paint (shot 76). This connection is reinforced by Wallace repeating this phrase, this time to Gromit (shot 84), since they are now decorating the dilapidated room together for Gromits use. The end of this schema was coded at the penguin watching Gromit decorating (shot 92) because this is the completion of this sequence in time (i.e., a response by the penguin to the schematic actions of decorating the room by Gromit). The next shot indicates a temporal shift to night time.
3.3.9.2 Design implications
In this schema, the prototypical slots are filled with expected content, except that the techno trousers are used as a novel slot as an aid for painting (the suction on the boots allowing Gromit to hang upside down while he paints the ceiling). This prepares the viewer for the subsequent use that the penguin will put the trousers to using the suction facility of the trousers to climb walls and hang from the ceiling as he robs the museum. There is also the second of two comments by Wallace, about the value of a lick of paint, a phrase already used when Wallace was showing the room to the penguin (see section, 3.3.8 above). This design implication will be called repetition prompting and it can either be verbal or visual. 128 3.3.10 Bad lodger schema
3.3.10.1 Identification
This schema temporally follows the Getting a lodger schema, and, like bad presents, is one of the possibilities inherent in the schema for taking a lodger. People in the west would describe slots for a bad lodger as, for example, noisy, messy, with associated references to the effect of this behaviour on the landlord or other lodgers, such as upsetting.
This schema starts with a shot indicating temporal change it is now night time (shot 93) and Gromit is trying to sleep in the wallpapered but bare spare room, with loud Wurlitzer organ music coming from the penguins room. The schema concludes with Gromit bursting into tears, having been denied sleep and now forced outside into the doghouse (shot 102). The slots for this schema are now summarised (Table 3.10, below):
Table 3.10 Instantiated schema slot table, Bad lodger
Schema Description
Bad lodger
Type of slot, slot name and shot content
(Prototypical slot) Loud music at night (Prototypical slot) Causing sleeplessness (Prototypical slot) Causing annoyance (Prototypical slot) Unresponsive to complaints (Prototypical slot) Causing tears
3.3.10.2 Design principles
This schema consists only of prototypical slots. This facilitates the viewer clearly understanding the story at this point. This use of such slots may also prompt the viewer to a brief but fast build up of emotion. This design implication is therefore called emphasis by prototypicality. This form of emphasis is used repeatedly in The Wrong Trousers, perhaps because the use of prototypicality can only be sustained for relatively short periods of time, 129 prompting intense brief emotion that cannot be extended in the absence of any cognitive subtlety that might arise by a more nuanced presentation of associated slots. At key points in the film the use of this technique will recur.
3.3.11 Getting ready in the morning (2) schema
3.3.11.1 Identification
This is the second (new) instantiation of the earlier identically named schema, this instantiation of the schema occurring on a new day. It starts with a shot of Gromit waiting outside the bathroom, with bags under his eyes (shot 103). In design terms, this is sufficient to invoke the whole schema and locate the individual viewers developing sense of the story and its time and place after the previous concluding night time shot (102) with the fact that Gromits sleep was disturbed. The schema ends with Wallace in his dressing gown, Gromit responding to the penguins subversion of the faithful dog schema (see next schema, below). This marks the conclusion of this morning sequence temporally (shot 111), the shot following this being at night time. This schema is instantiated as follows (Table 3.11, below).
Table 3.11 Instantiated slot table, Getting ready in the morning (2)
Schema Description
Getting ready in the morning
Type of slot, slot name and shot content
(Associated slot) Waiting for bathroom, Gromit (Prototypical slot) Cleaning teeth, sound (Associated slot) Drying hair, Wallace, bald
3.3.11.2 Design principles
In this instantiation of the schema the first slot is different from the earlier instantiation, consisting of waiting to get into the bathroom. This still prompts the familiar schema but invokes interest with the different slot content, as compared to the first instantiation of this schema. The start of this schema is 130 the design principle of reduced slot prompting the schema can be prompted by the shot of Gromit waiting to go into the bathroom (in this instance the sequence also includes material concerning Wallace, though the viewer already has the schema of getting ready in the morning prompted).
This sequence also illustrates the speed-hide design implication, since Wallace walks past Gromit fully dressed as Gromit is waiting outside the bathroom but is then seen subsequently in a dressing gown. This is a continuity error pointed out on the DVD (Park, 1993) but is not noticed by the viewers, since the focus is on Gromit, with Wallace moving rapidly past Gromit as Gromit waits outside the bathroom.
A final design implication is that of counter expectation slot content. This arises because the schema of washing could extend to a slot for washing hair, which would lead to drying hair. Counter expectations slot content offers the opportunity for humour, as Wallace is using a hair dryer (his ears flapping) on his bald head. This is a double enjoyment: Wallaces ears flapping and the incongruity of someone using a hair dryer on their bald head.
3.3.12 Having breakfast (2) schema
3.3.12.1 Identification
This schema is named, Having breakfast (2), being the second and new instantiation of the breakfast schema. This instantiation starts with Gromit chewing food, his cheeks bulging (shot 104) indicative of eating a meal, one of the prototypical slots for this schema. Temporal continuity (this meal comes after getting ready), the ambient quality of the light and the quiet introductory music to a news programme on the radio all indicate morning time. The breakfast is uncompleted, the sequence ending with Gromit still at his breakfast, looking upset as the penguin subverts Gromits schematic role of faithful pet dog by bringing Wallace his slippers (shot 107), this being the last shot to reference this particular breakfast. 131
This schema overlaps with the next schema Faithful pet dog - subverted. The slots are as follows (Table 3.12, below):
Table 3.12 Instantiated schema slot table, Having breakfast (2)
Instantiated schema description
Gromit has breakfast for a second time
Type of slot, slot name and slot content
(Prototypical slot) Food, eating and swallowing (Prototypical slot) Morning time of day: signified by morning music and introduction to news on radio, morning quality of ambient light (Associated slot) At the table
3.3.12.2 Design implications
This sequence presents a design implication linked to the schema that the viewer has developed of the penguin, which includes a sonic identifier. The sequence opens with Gromit eating, then his attention being diverted by a sound off screen, a padding sound that the viewer can recognise as the sound of the penguins feet. This design implication is called sonic preparation if the film maker has already presented a particular element in the film with a noticeable sonic marker, that marker can be used prior to the shot of the element as a slot to suggest to the viewer what is to come. This builds viewer hypothesising and interest at a low level of granularity.
3.3.13 Faithful pet dog subverted schema
3.3.13.1 Identification
This schema is named, Faithful pet dog - subverted because the whole schema is subverted by the penguin taking over Gromits role as faithful pet dog and friend. This schema starts (shot 105) with the penguin bringing Wallace his slippers (not shot 104 where the padding sound of the penguin is heard but the penguin himself is not seen: the viewer cannot be certain it is the 132 penguin until shot 105). The schema ends with the penguin clapping his fins together in satisfaction (shot 125) as Gromit leaves the house, an indication that the penguin has wormed his way into Wallaces affections, has driven a wedge between Wallace and Gromit and that Gromits leaving is the culmination of the penguins actions.
It should be noted that the schema faithful pet dog includes the notion of friendship and in the instantiation of the schema in the film this friendship takes on a human texture, because of Gromits human characteristics (excluding the power of speech). Because friendship comes bundled in with the pet dog schema, the end of the schema is taken at the point where Gromit has left home (representing the final severance of the friendship) and the penguin watches him leave, clapping his fins together in satisfaction. This explains the addition of subverted at the end of the schema description until this final shot of the penguin it is still possible (if not very probable) that the penguin is only being helpful and that the shift in Wallaces friendship is by chance. This final shot (shot 125) is a clear explanation that the subversion of roles has been deliberate and, by implication, for a purpose this shot also forms the starting point of the schema, The antagonists plan.
This schema encompasses the following schema (see below) of Leaving home. The slots for Faithful pet dog subverted are as follows (Table 3.13, below):
(Prototypical slot) Pet dog brings slippers to owner, penguin (Prototypical slot) Pet dog brings newspaper to owner, penguin (Associated slot) Friendship meal of pet dog and owner together, music, laughter, wine, cheese, penguin
3.3.13.2 Design implications
The closing shots of the sequence are a significant indication of the subversion of the faithful pet dog schema (in the context of the film, the friendship between Wallace and Gromit). The viewer sees a silhouette of Wallace offering the penguin a large triangular block of cheese with large holes in it (i.e., a prototypical and schematic version of a slice of cheese) asking, More cheese, penguin, eh?, with a laugh (shot 115). Since cheese has a special place in the Wallace and Gromit storyworld representing the shared meal of friendship this potentially prompts intensified sympathy in the viewer. The design implication is that film makers can take an existing schema and add in a new element that becomes a signifying element of the schema, then re-use that element in a different way, to intensify feelings surrounding that schema e.g., it is now Wallace and the penguin who are sharing a cosy meal with cheese, not Wallace and Gromit. This principle will be called intensification by signifying element.
3.3.14 Leaving home schema
3.3.14.1 Identification
This schema is named, Leaving home, using the now dated slot content of leaving home by walking out with a stick slung over the shoulder, having a spotted handkerchief holding ones worldly possessions at the end of it. This 134 instantiation may fit the indeterminate 1950s where the Wallace and Gromit stories take place, though it is likely an exaggeration of real life behaviour.
The schema starts with a locational shift, Gromit is outside and moves from peering at Wallace and the penguin to the inside of the doghouse (shot 117) and a thematic shift because Gromit has started a new behaviour (leaving home). The schema concludes (shot 125) with Gromit leaving through the garden gate, turning for one last look at the house. This schema is totally embedded in the faithful pet dog-subverted schema. The slots for Leaving home are as follows (Table 3.15, below):
Table 3.14 Instantiated schema slot table, Leaving home
Instantiated schema description
Leaving home
Type of slot, slot name and slot content
(Prototypical slot) Red spotted handkerchief (Prototypical slot) Pole for handkerchief on end of pole (Prototypical slot) Pole over shoulder (Associated slot) Personal belongings put into handkerchief (Prototypical slot) Leaving, through the garden gate
3.3.14.2 Design implications
It is noteworthy that this schema, together with the previous schema, consists mostly of prototypical slots. This is a key point in the film since Gromit has to leave Wallace exposed to the penguin and Gromit has to be given sufficient motivation to leave home. Thus these two schemas both consist largely of prototypical slots, meaning that the content is unambiguous. The prevalence of prototypical slots across both these schemas results in the design implication of emphasis by prototypicality, already identified earlier. It suggests that at key points film makers should use prototypical slots when it is important that the viewer should be left in no doubt about what is going on, a cognitive requirement.
The two schemas are also bound together into a strongly affective unit by the 135 music, which has a sad texture, rising to a peak as Gromit looks at a photograph of him together with Wallace, his eyes wet. This results in a third design implication of schema binding, where two schemas are explicitly drawn together, not just because of temporal or thematic contiguity, but also by music.
A third design implication is the use of prototypical slots to free up mental resources for the rise of emotion. This suggests a design implication of emotional freeing, where cognitive demands of a sequence are kept low to facilitate increase of emotional response in the viewer in an emotional scene.
3.3.15 Antagonists plan equipment schema
3.3.15.1 Identification
The schema starts with the shot of the penguin clapping his hands together in satisfaction (shot 125). This fact that the antagonist has a plan is schematically part of the conventional dramatic structure of films, though at this stage the viewer still doesnt know what is being planned. Because of their schematic knowledge of films generally viewers expect that the antagonist will have a plan, the clapping together of the penguins fins in satisfaction as Gromit leaves is a clear indication that there is a plan. The viewer now knows there is conscious plan, but little more than this at this stage of the film.
The final shots (shots 126 and 127), reveal that the penguin has possession of the techno trousers. These shots reveal he intends to modify the trousers in some as yet unknown way (the penguin holds a book on electronics and an electric drill, a lightening bolt lights up the sky and adds to the foreboding of the scene).
The viewer knows schematically that the penguin is getting and modifying the equipment for a purpose which has not yet been revealed (retardation, Bordwell, 1985). This schema is separated from its next instance because of the time gap and because the viewer has no overarching framework as yet to 136 understand what the penguin is planning to do. The slots are as follows (Table 3.15, below):
Table 3.15: Instantiated schema slot table, Antagonists plan - equipment
Instantiated schema description
The penguin prepares to modify equipment
Type of slot, slot name and slot content
(Prototypical slot) Gain possession of the equipment (Prototypical slot) Get manual or information (Prototypical slot) Get tools
3.3.15.2 Design implications
The schema ends with the penguin clapping his fins in satisfaction. Because this is at the end of the schema it is visual retardation intensification.
3.3.16 Getting ready in the morning (3) subverted schema
3.3.16.1 Identification
This is the third instantiation for this schema, focused firstly on Gromit, then Wallace, temporally parallel with each other. The schema starts with an alarm clock ringing and the lid of a metal dustbin under the arches of a bridge shaking (shot 128). The sound of an alarm clock is familiar and an associated contextual slot in getting ready in the morning, which starts with waking up. The next shot (shot 129) reveals that Gromit has been sleeping in the bin. This is followed by a cut to a different location within this same schema and in the same temporal time frame, focused on Wallace. Wallace has started the getting ready process by waking but then his machines seemingly take over and deliver him to the breakfast table, not for the prototypical breakfast but for insertion into the techno trousers. The schema slots are as follows (Table 3.16, below):
137 Table 3.16 Instantiated schema slot table, Getting ready in the morning (3) subverted
Schema Description
Getting ready in the morning
Type of slot, slot name and shot content
(Associated slot) Waking, Gromit (Prototypical slot) Getting out of bed, Wallace (Prototypical slot) Getting dressed, Wallace (Associated slot) Ready for breakfast, subverted
3.3.16.2 Design implications
The prototypical slots for the familiar schema of getting ready in the morning had been filled with novel content in the first instantiation. In this schema this novelty is repeated, but with a final and more novel twist Wallace is delivered to and trapped in the techno trousers. The viewer can reasonably infer that the penguin is responsible, though confirmation of this is held back till later (shot 154). Since the previous schema had already suggested that the penguin has modified the wrong trousers (the modifications are shown in the current sequence the controls on the trousers have been replaced with a blank panel, so they can only be operated by the penguin), the viewer infers that the penguin is responsible. This is the design implication of slot novelty, used so often that not all instances are reported.
A second implication is called parallel schema reinforcement. This schema is a single schema of getting ready in the morning with two characters in different locations. It starts with Gromit waking (an associated slot which contains a novel and complete action Gromit sticks his head out of a rubbish bin then drops his head down again). From then on, the schema unfolds for Wallace. The associated slot with the completed action for Gromit has been sufficient to prompt the whole schema, the prototypical slots for Wallace with novel slot content run the schema back at the house for Wallace.
138 3.3.17 Lodger seeking accommodation schema
3.3.17.1 Identification
This schema starts with a sign in a shop window advertising a room to let (shot 139), with Gromit looking at the sign. The schema ends with a temporal and locational termination as Gromit moves off camera and away from the shop window (shot 147). The slots are as follows (Table 3.19, below):
(Prototypical slot) Looking in shop window for accommodation advertisements (Associated slot) No pets, in the film No Dogs
3.3.17.2 Design implications
This sequence uses the slot of looking at accommodation advertisements to reveal a wanted poster of the penguin disguised as a chicken, indicating that he is a wanted criminal. The viewers previously activated schemas about the penguin choices amongst different hypotheses are becoming progressively narrowed down since the poster suggests to the viewer that the penguin is currently engaged in a criminal plan, with the heist schema becoming available as one of the choices of explanation held for confirmation later on. (the design principle of slot context exposition, see above, section 3.3.4).
3.3.18 [Re-interpretative] Antagonists criminal plan schema
3.3.18.1 Identification
This schema starts with a reveal of the penguin as a criminal (shot 142), which reinterprets all that has gone before and sets up a new schema, the 139 antagonists criminal plan. The schema ends (shot 195) with the penguin moving off frame, having almost discovered Gromit spying on him. As a re- interpretative schema, this takes as its slots the earlier schemas, together with the specific slot in this schema, to be a criminal (Table 3.18, below):
Table 3.18 Instantiated schema slot table, Antagonists plan equipment
Instantiated schema description
The penguin has a criminal plan
Type of slot, slot name and slot content
(Associated slot) Bad lodger (Associated slot) Faithful pet dog subverted (Associated slot) Antagonists plan equipment (Associated slot) Gain possession of the equipment (Prototypical slot) Be a criminal
Once this schema starts, the viewer is shown the penguin operating the techno trousers (shot 158). This fact then becomes available for the viewer to use in hypothesising what the penguin will do as he outworks his criminal plan. As the schema unfolds, the viewer is shown the penguin taking notes and measurements of a building some viewers may begin hypothesising about the capabilities of the techno trousers for getting into buildings at this point.
3.3.18.2 Design implications
Currently all that the viewer knows is that the penguin is engaged in a criminal plan and that he has access to some very sophisticated technology to carry out this plan. The film makers withhold the exact identity of the criminal plan (stealing a diamond from a local museum) until later in the film, maintaining viewer hypothesising. The design implication here is of retarding re-interpretative schemas, holding back re-interpretative schemas till late in the film. The other implication is the stepwise reveal of re-interpretative schemas the viewer is taken on a journey in The Wrong Trousers where the penguin starts with an unknown plan, which is narrowed down to a criminal plan (as opposed to, for example, a philanthropic plan for elderly penguins in the area), which in a further schema (below) will finally be revealed as a plan for a heist. 140 3.3.19 Spying schema
3.3.19.1 Identification
This schema starts at the shot where Gromit decides to start spying on the penguin (shot 156), when a determined expression is shown on his face. Gromits behaviour of spying is extended in time, the sequence ending with Gromit spying on the penguin from under the bed clothes of Wallaces bed, as the penguin leaves (shot 216). The sequence includes a montage of thematically linked sequences in different locations, occurring on the same day. Shots in this montage include Gromit following the penguin and spying from behind a newspaper. The slots for this schema are as below (Table 3:19):
Table 3.19 Instantiated schema slot table, Spying
Instantiated schema
Gromit spies on the penguin
Type of slot, slot name and slot content
(Prototypical slot) Covert observation (Associated slot) Hiding behind objects or disguises, darkened alley, behind dustbins, disguised by box
3.3.19.2 Design implications
It is noteworthy that this schema is less strongly typed than the previous schemas, the schema is defined by a single slot of observing someone covertly (OED, 2009), with a degree of flexibility as to how this slot is implemented i.e., the time of day or methods used are not specified in the schema. This weaker typed schema offers the film maker freedom to be interpretative as to slot content and novelty. The film makers make use of this freedom in a variant on being disguised to covertly observe someone, when Gromit puts a box on his head and cuts out a two eyes shape to watch through. The disguise is revealed as being a dog biscuit box: there is a printed graphic of a dog on the outside of the box and Gromits cutout through which he is looking matches where the eyes would be on the graphic, a late reveal in the 141 sequence. The design implication will be called stretch slots for weakly typed schemas take the core of the slot (covert observation) and extend it and stretch it beyond the commonplace.
A second design implication is that weakly typed schemas are very suitable for montages, where theme may be the integrating factor in a rage of disparate shot sequences. This design implication is called montage slots for weakly typed schemas.
3.3.20 [Re-interpretative] Antagonists heist plan outworked schema
3.3.20.1 Identification
This schema starts with the reveal that the penguin has been planning a heist all along. This is done by using a statement of schema shot the viewer is shown the floorplan of the museum that the penguin has left on his desk in Gromits room, with the diamond marked on it (shot 200). The re-interpretive prompting of this schema means that all previous schemas related to the penguins criminal plan are now re-interpreted as part of the penguins heist plan. The schema ends with the penguin, having locked up Wallace and Gromit in a wardrobe, making his escape with the diamond (shot 300). The next shot in which the viewer sees him is when he is being chased, which is excluded from the heist schema since it is not schematic of a heist (though a chase is common in the story form of films with a heist, typically occurring, as is done in The Wrong Trousers, after the heist). Note that temporal and physical constraints are in operation with this schema: the penguin cannot break in to the museum without first getting there, for example. The slots for this schema are shown below (Table 3.20):
Re-interpreted (Associated slot) Antagonists plan equipment Re-interpreted (Associated slot) Antagonists criminal plan equipment (Associated slot) Get to location (Associated slot) Break in to building (Associated slot) Get to goods to be stolen, diamond (Prototypical slot) Steal goods, diamond (Associated slot) Get out of building (Associated slot) Get away from building (Associated slot) Discard equipment (Prototypical slot) Escape with stolen goods, diamond
3.3.20.2 Design implications
In this schema, the slots are precise, perhaps because of the structure imposed by temporal and geographical constraints involved in the outworking of the schema. The entry to the building is somewhat novel, incorporating the use of the techno trousers, as is the use of a small claw descending out of the motor bike helmet that the penguin has put onto Wallaces head, to get the diamond. The viewer has seen the techno trousers in operation, not the claw. The viewer is therefore prevented from undue cognitive interference due to working out many new elements, with cognitive resources free for allocation to the moment, another example of emphasis by prototypicality (see 3.3.10.2, above). Non-slot content includes almost dropping the diamond.
3.3.21 Getting ready in the morning (4) subverted schema
3.3.21.1 Identification
This is the fourth instantiation for this schema, focused only on Gromit. The schema starts with a shot of the consequences of the penguin slamming the door as he leaves the house (shot 217). Gromit is still under the bed clothes 143 and the jolt of the door sets Wallaces getting ready machinery into operation. The sequence ends with Gromit getting jam in his face at the breakfast table, there being no toast in the toaster for the jam to land on, because it is not breakfast time (shot 225). The slots are as follows (Table 3.21, below):
Table 3.21 Instantiated schema slot table, Getting ready in the morning (4) subverted
Schema Description
Getting ready in the morning
Type of slot, slot name and shot content
(Prototypical slot) Getting out of bed, Gromit (Prototypical slot) Getting dressed, Gromit (Prototypical slot) Ready for breakfast, subverted
3.3.21.2 Design implications
The workings of the getting ready machinery are known to the viewer and are used to prevent Gromit being able to stop the penguin before the penguin has completed his heist, which would deny the viewer the drama inherent in the actual robbery. This is therefore a design implication of repetition pivoting, where familiar elements are re-used to secure a pivot point in the storyworld.
The instantiation of this schema also repeats the speed-hide design implication. In this sequence the speed of events diverts viewers cognitive resources away from considering the fact that Gromit could easily escape from his predicament and move forward to stop the penguin. Thinking about this could interfere with the acceptance of the realism of the scene, representing a possible break in the story world experience for the viewer.
3.3.22 Captured(1) schema
3.3.22.1 Identification
The schema starts with a shot of Wallace being locked into a wardrobe by 144 the penguin (shot 308), with Gromit being locked in shortly thereafter (shot 314). The definition of captured is, to make a capture of; to take prisoner; to catch by force, surprise, or stratagem; to seize as a prize in war (OED, 2009) and the slots are as follows (Table 3.22, below):
(Prototypical slot) To take prisoner (Prototypical slot) Force, the penguin uses the techno trousers to control Wallace (Prototypical slot) Force, the penguin uses a gun to control Gromit (Prototypical slot) Place of holding, wardrobe
3.3.22.2 Design implications
There are three design implications to this schema. The first is slot novelty, where the holding place for the captured people is, in The Wrong Trousers, a wardrobe.
The second design implication is speed-hide. In this shot, the speed of the action where the penguin closes the door and decisively locks it is a fast action which diverts cognitive resources away from consideration of the effectiveness of the wardrobe as a prison in all likelihood it would be easy to physically break out of.
The third design implication is that with careful choice of slot content (the wardrobe) one can have a visually satisfying resolution later on (this will be discussed in the following schema where the resolution occurs, section 3.3.23.2, below).
145 3.3.23 Escape schema
3.3.23.1 Identification
The schema starts with Wallace commenting on their predicament (shot 315), the next shot being of Gromit starting to rewire the techno trousers. The schema concludes with the wardrobe moving out of the room and the door bursting open, freeing Gromit to chase the penguin, with Wallace getting free later (shot 346), the end of the schema. The definition of escape is, To gain one's liberty by flight; to get free from detention or control, or from an oppressive or irksome condition (OED, 2009). Because this schema leads straight into the chase schema, the flight aspect of the definition is not fully instantiated. The slots for this schema are as follows (Table 3.23):
Table 3.23 Instantiated schema slot table, Escape
Schema Description
Escape
Type of slot, slot name and shot content
(Prototypical slot) Place of holding, wardrobe (Prototypical slot) Flight, stamping with techno trousers (Prototypical slot) Gain liberty, Gromit (Prototypical slot) Gain liberty, Wallace
3.3.23.2 Design implications
The use of the techno trousers to stamp the base of the wardrobe out as it moves forward is visually arresting more so than escape by picking the lock, for example. This design implication is called downstream slot visuality and refers to choosing a slot instantiation that will lead to a later slot instantiation that is particularly visually satisfying. The second design implication is the one of nearness the means of escape from being captured is near to the characters (it is the techno trousers, with functionalities that the viewer already knows about). The final design implication is narrative smoothness for action the working together of downstream visuality and nearness leads to narrative smoothness, with the result that the cognitive demands of the material is 146 lessened, freeing up cognitive resources to enjoy the visual action in its physical and sonic intensity. This visual action is the high effort of the heroes and is the precursor to their eventual victory, according to the generic story structure.
3.3.24 Chase schema
3.3.24.1 Identification
The schema starts with Gromit leaping to try and catch the penguin (shot 325). The chase finishes with the penguin being captured in a milk bottle (shot 401).
The dictionary definition of chase is To pursue with a view to catching (OED, 2009). Implied is the fact that there are at least two parties (a chaser and a chased). Pursuing denotes a topographical relationship, the chaser is following the chased and the greater the danger, the greater the drama (the penguin is armed, so Gromit is potentially at risk). This chase in The Wrong Trousers is a true jeopardy chase, not a play chase such as tag. The action of chasing implies speed, but the means of achieving the speed are not specified by the schema it is common in heist films to use cars, helicopters and other powerful machinery. In The Wrong Trousers the main machinery is a toy train, with the techno trousers playing a subsidiary role. The slots for this schema are as follows (Table 3.24, below):
(Prototypical slot) Pursuers (Prototypical slot) Pursued, penguin (Prototypical slot) Pursuit, Gromit and Wallace chase (Prototypical slot) Intent to catch, Gromit and Wallaces intention (Associated slot) Speed, sliding down banisters, leaping, flying through air, toy train set, dinner trolley (Associated slot) Catch, criminal apprehended
3.3.24.2 Design implications
The first implication is the use of speed-hide. The pace of the action means that the filmmakers can alter the laws of reality: Gromit can start laying down railway track in front of the carriage he is riding on as he heads towards a wall, taking out curved sections of track from a straight box for straight sections. The second design implication is real behaviours, the film makers alter reality for Gromit but the behaviour of the toy train is realistic at this point in the film new information must be sparingly introduced, with cognitive resources allowed to focus on the fast action and sonic cues. Yet there is room for fast novelty if the objects involved are clearly identifiable and familiar: Wallace has a net and seeks to capture the penguin but snags the net on the antlers of a wall mounted moose head, pulling him off the dining trolley and onto the train (shot 368).
3.3.25 Captured (2) schema
3.3.25.1 Identification
The schema starts with a shot of the penguin falling into a milk bottle that was dislodged from the kitchen top and caught by Wallace (shot 401). It ends with the penguin in prison, which in the film is the zoo (shot 405). The slots for this schema are as follows (Table 3.25, below): 148 Table 3.25 Instantiated schema slot table, Captured
Schema Description
Captured
Type of slot, slot name and shot content
(Prototypical slot) Force, the penguin falls into the milk bottle (Prototypical slot) Place of holding, milk bottle (Prototypical slot) To take prisoner, penguin stuck in milk bottle (Prototypical slot) Force, the penguin bound with ropes is pulled along on the toy dog trolley by the techno trousers (Prototypical slot) Place of holding, police station (Prototypical slot) Place of holding, zoo as prison
3.3.25.2 Design implications
This schema encapsulates the central identifiers for captured. It also includes the extended identifiers for criminal captured (by virtue of the fact that the viewer has already been told that the penguin is an escaped convict, shot 142). The viewer is therefore not surprised when the penguin is pulled into the police station, with Wallace and Gromit in attendance. The design implication here relates to the fact that schemas as instantiated are blended entities, including specific material from the context of their instantiation as well as the core meanings and slots for the generic schema. This design implication is accordingly called, blended extension, where the schema as instantiated is blended with the context in which it occurs, being extended to include this larger meaning. In this case captured can readily and without cognitive strain be assimilated as criminal captured because the viewer already knows that the penguin is a criminal, though this wouldnt necessarily be the case with the generic form of the schema not everyone who is captured is a criminal. Blended extension suggests that the film makers use an extended form of the schema to supply dramatic material that may not strictly be necessary: in The Wrong Trousers the film makers could have cut from the capture of the penguin in the milk bottle (shot 401) straight to the shots of friendship restored, with the comment by Wallace, together with the newspaper headline (FEATHERS MCGRAW BACK INSIDE, shot 408) being sufficient indication of the fate of the penguin. This ending, by not following the 149 extended slots for criminal captured, would have lacked drama. It would also have lacked the twist on the jail slot the jail is the zoo.
3.3.26 Faithful pet dog restored schema
3.3.26.1 Identification
This schema is named, Faithful pet dog restored because the schema restores Gromits role as faithful pet dog and friend, as against the spurious friendship of the penguin. This schema starts (shot 406) with Gromit bringing Wallace his slippers, with the linkage of faithful pet dog and friend highlighted both by this action and Wallaces comment, Thank you, old friend. The schema ends with a sunset glow filling the room, the eating of cheese, the dismissal of the penguin (Wallace comments, No more lodgers, shot 409). The trousers, thrown out in the bin, walk past the window outside (with Gromit wondering what the noise is), with this dismissal of the techno trousers forming the last shot in this schema (shot 115). This schema fully encompasses the following schema (see below) of Financial crisis resolved. The slots for Faithful pet dog restored are as follows (Table 3.26, below):
Table 3.26 Instantiated schema slot table, Faithful pet dog restored
Instantiated schema description
Faithful pet dog subverted
Type of slot, slot name and slot content
(Prototypical slot) Pet dog brings slippers to owner, (Associated slot) Pet dog and owner, meal of cheese and crackers, gentle laughter
3.3.26.2 Design implications
This is the first great resolution schema the friendship is restored. There are three design implications. The first is the principle of resolving the issues outstanding. This is commonplace in films and this research does not seek to turn this into a design implication it already forms a widely used design 150 principle. The second is the use of intensification by signifying element, which was used to heighten the impact of the fractured friendship (section 3.3.13, above) and is now heightening the impact of the restoration of that friendship, focused on the prototypical Wallace and Gromit meal involving cheese. The third design implication follows from the second, the use of cheese is a deliberately repeated element from the fracturing of the friendship, as is the bringing of the slippers. This is the use of repetition prompting, re-using familiar elements to link to what has gone before, in this instance elements used previously in the negative context of the fracturing of the friendship.
3.3.27 Financial crisis - resolved schema
3.3.27.1 Identification
This schema is named, Financial crisis - resolved because the schema restores Wallaces financial situation by means of the reward for the capture of the penguin. This starts with a statement of schema, as Wallace says, That reward money paid off all our debts (shot 408). The schema ends with Wallace filling his piggy bank with money (shot 411). This schema is encapsulated entirely in the previous schema. The slot content for this schema is shown below (Table 3.27):
Wallace can settle all his debts and has enough money
Type of slot, slot name and content of slot
(Prototypical slot) Wallace comments, paid off all our debts (Prototypical slot) Own money, put into piggy bank
3.3.27.2 Design implications
This is the second great resolution schema the financial crisis is resolved. The design implication here is parallel schema reinforcement schemas run in parallel reinforce each other (see section 3.3.4.2, above). The current schema 151 gains power by its integration into the more emotionally charged schema of Faithful pet dog restored, with its re-establishment of friendship. The resolution of debt, particularly to young viewers, is not something whose emotional dimension can be readily shown without a great deal of material devoted to the negative emotional experience of debt, which The Wrong Trousers does not depict. This means that this schema may lack impact emotionally all that can be done is show money being put into a piggy bank, plus have a statement that the debts are paid off. Because this emotionally cool schema takes place in parallel with the warmer schema of friendship restored, the positive emotions carry over into this schema, strengthening what is largely a schema involving mere transmission of information with little emotional content.
This schema together with the previous one form the conclusion of all the major issues of the film. The fate of the techo trousers is suggested by the fact that they are upside down in the rubbish bin outside, though in fact in the final shot the techno trousers will walk off into the sunset. Resolving the outstanding issues is commonplace in commercial films and this research does not seek to elucidate this into a design implication, since it already is a widely used design principle.
3.3.28 Walking off into the sunset schema
3.3.28.1 Identification
This schema is named, Walking off into the sunset. It consists of one shot (shot 416) before the final credits (not analysed in this research) of the techno trousers walking off into the sunset.
3.3.28.2 Design implications
The main design implication is that of minor subversion of ending where a prototypical ending is subverted for humorous effect or to maintain interest. 152 For this subversion to work it must have been prepared for (the twitching leg suggestive either of death throes or life remaining in the techno trousers upside down in the bin). Also, the subversion must not be of too great a magnitude, else the disjunction between the range of acceptable expectations and what is on screen will be too wide, resulting in a cognitive jolt rather than a satisfactory ending. This particular minor subversion is effectively a visual quip on the happy ever after ending, typified by the phrase walking off into the sunset although the schema is subverted because it is the techno trousers walking off into the sunset instead of Wallace and Gromit.
3.4 Concluding discussion and further research
In what follows, the first section (3.4.1, below) discusses the schematic structuring in The Wrong Trousers, (research questions four and five, see section 1.7, also 3.1.1). The second section (3.4.2, below) discusses the design implications at two levels: within schema design implications and between schema implications (research question six, see section 1.7, also 3.1.1). The chapter concludes with issues for further research.
3.4.1 Schema structures
This investigation has identified that The Wrong Trousers is structured around schemas, with these schemas functioning structurally as a type of abstracting skeleton of story (Figa and Tarau, 2003, p. 2). The research has named these schemas aggregate schemas (mid level aggregate sequences made up of prototypical and associated slots and slot content) and re-interpretative schemas, which reinterpret earlier aggregate schemas. Whilst each piece of information in a film can be expected to update the situation model (Graesser et al, 2002), a series of causally interlinked schemas with internal coherence and external distinctiveness (Abelson, 1981, see p. 726) might do this efficiently (ibid.). Aggregate schemas seem similar to schemas known as scripts (e.g., Abelson, 1981 (Bordwell talks of action schemas, which may be similar, 2008, p. 48). One difference is that for Abelson, scripts are hypothesized 153 cognitive structure[s] (Abelson, 1981, p.717), but this research has shown how aggregate structures are instantiated concretely in a media artifact (the film, The Wrong Trousers) and that these aggregate schemas structure that media artifact. Also, there is a difference in terminology that may affect the design usefulness of the two conceptions: this research has drawn on accounts of schemas for terminology (e.g., VanLehn, 1989, with the exception of the phrase slot content instead of fillers), resulting in a simple structural conception of aggregate schema name, slots, prototypical and associated slot content. Abelson has a more complex terminology, with script name, scenes, variables (or events), tracks (scripts variants), events differing from each other in terms of their centrality, with some events indispensable (see Abelsons 1981 summary paper), though it is not clear how these elements fit together.
Each act of The Wrong Trousers has a characteristic texture in the way the schemas are instantiated. Across the three acts of the film, these schemas build up a comprehensive story, Aristotles wholeness of plot (Bywater, 1920/1929) with no elements revealed that fail to integrate with the story and which would divert cognitive resources away from processing the story, as was the case with elements reported in investigation one, the viewers talk investigation of Ice Cream Dream. These are now discussed.
3.4.1.1 Schema structures in Act One
Act one is typified by two patterns of schemas. The first of these is single instantiations of six schemas, the second is repeat instantiations of two schemas.
Single instantiations of aggregate schemas reflect unique occurrences within the film. There are six single schemas in this act (Having birthday; Getting a lodger; Decorating a room; Bad lodger; Leaving home; Antagonists plan - equipment). It is noteworthy that these schemas are, within the temporal and story limitations of the film, necessarily single events. Gromit can only have one birthday within the time span of the film, only one lodger can enter the 154 house, the room can only be decorated once in the time span of the film, Gromit can only leave home once, the antagonist can only get the equipment once. Each of these schemas has a higher emotional valence than most of the repeated schemas, excluding the two high valence schemas that are instantiated in the first act then resolved at the end of the film (Financial crisis, Faithful pet dog-subverted). There are two repeat instantiations of schemas in this act (Having breakfast, two instantiations; Getting ready in the morning, three instantiations). There is one instance (the fourth instantiation) of Getting ready in the morning in Act two, where this schema is subverted (as it is in its third instantiation in Act one). These mundane schemas are cognitively accessible, with novel slots. It is noteworthy that each schema instantiation is distinct, that is each aggregate schema, whether in relation to type of schema or content of the instantiation, seem to have internal coherence and external distinctiveness (Abelson, 1981, p. 726), which could be expected to lead to clearer distinction by viewers as a series of breakpoints, meaning that the information would be more efficiently processed (Zacks et al., 2009; Tversky et al., 2002; and Zacks et al., 2001). This act is therefore typified by preparation for the higher drama of act two. This act ends negatively (Gromit has left home, Wallace is stuck in the techno trousers), Arisotles reversal (Bywater, 1920/1929; Butcher, 1885).
Causality is strong in this act, with the parts being causally related and not able to be removed, Aristotles wholeness (Bywater, 1920/1929). Breakfast is tied to birthday because the birthday post comes at breakfast time. The birthday has led to Wallace overspending and thereby getting into a financial crisis. One of the presents is a pair of techno trousers which can climb walls and hang from ceilings. The financial crisis in turn brings the penguin into the house. The penguin then sees the techno trousers in operation and realises he can use them in his heist. Causality can be also be found at lower levels than schemas, for example, Gromit is waiting outside the bathroom with bags under his eyes because the penguin has kept him awake with his organ music. Conversely, participants in investigation talked about causal story issues (such as key relationships, section 2.3.6, above) that were unclear to them. 155 3.4.1.2 Schema structures in Act Two
This act is typified by the two major re-interpretative schemas ([Re- interpretative] Antagonists criminal plan equipment; [Re-interpretative] Antagonists heist plan equipment;). These are in turn buttressed by two single schemas (Lodger seeks accommodation; Spying). Act two concludes with two schemas: the final instantiation of Getting ready in the morning - subverted this being causally linked to and followed by the first Captured schema (1). This concluding schema leaves the viewer at the end of the act with the stage set for the hero (Gromit) to get free, rescue Wallace and capture the penguin. This act is therefore typified by a substantial increase in drama and suspense, with the re-interpretation of the key schemas from act one being revealed in act two as a criminal plan of the antagonist, then a heist plan. This act ends with Gromit and Wallace captured and the antagonists heist seemingly fully successful.
Causality is also strong between schemas in this act. Gromit is looking for accommodation, having been forced out of the house in the last act. Whilst looking at notices in a shop window, he sees a wanted poster for the penguin. Causality then is re-interpretative as the viewer can gain further perspective on what the penguin is planning from this reveal. This understanding that the penguin is a criminal in turn leads to Gromit spying on him, which in turn leads to the reveal of the penguins plan as involving a heist. In turn, the gaining of the techno trousers facilitates the outworking of the penguins plan. The end of this plan leads to Wallaces capture (in the wardrobe), followed by Gromit as a consequence of Gromit being faced off with a pistol held by the penguin.
3.4.1.3 Schema structures in Act Three
This act can be conceptualised as being split into two. The previous act ended with Wallace and Gromit at their lowest point, captured. The major part of act three sees them escape (the first schema), then chase the penguin (the second schema). These two schemas are not strongly typed (that is, the 156 defining slots are high level fast actions which do not specify behaviour within the schema in detail). This allows the film makers to move to action and fast suspense which typifies most of act three, building on the prompting that has taken place in act two. The end of act three after the fast action resulting in the penguins capture consists of the resolution of the two crisis schemas from act one (Financial crisis; Faithful pet dog - subverted) plus a concluding indication of the fate of the techno trousers.
Causality in act three is slightly different from the first two acts, comprising the physical causality of cause and effect in the first part of this act. The final part of the act demonstrates causality in the resolution of the schemas related to the financial crisis and the fracturing of the friendship between Wallace and Gromit from act one. The film The Wrong Trousers is at every stage strongly and causally integrated around aggregate schemas.
3.4.2 Design implications
Twenty nine design implications were identified. These are divided into two: within schema design implications and between schema design implications.
3.4.2.1 Within schema design implications
Within this category, there are five implications of a general nature (Table 3.28, below) and eleven implications related to slots (Table 3.29, below). Before this, a prose outline is given, indicating how these design implications might be applied by film makers as a sequence of design choices at the within schema level (design implications are listed in italics). Then summarised design implications are presented (Tables 3.28 and 3.29, below).
Schemas are instantiated in films, often taking other material from the films story world (such as owner-pet taking aspects of friendship). This offers the film maker the opportunity to take slots from this other aspect and use them in 157 the main schema (Blended extension). Elements of the film can be suggested to the viewer before they are seen, if sonic markers are established to signal the imminent presence of an element (Sonic preparation). It is likely that this technique should not be overused, else it will create cognitive load, as well as diluting the effectiveness of the first sonic marker. When revealing objects over a sequence of shots, the full reveal can be held back, to increase interest (Visual retardation intensification). It is likely that this technique should only be used with objects of high saliency, else the technique will draw attention to itself and/or create additional cognitive load with little concomitant increase in emotional power if the objects are mundane and peripheral to the story. Matching this progressive reveal of high saliency objects, characters reactions can also be presented progressively as they deepen (Intensification by progressive reaction), prompting the identification of the characters response for the viewer and then progressively deepening the potential impact of the sequence. Also, the context (in story terms and visually/sonically) can be used to present additional story material that can be absorbed without cognitive effort, as connected to a slot for a schema (Slot context exposition). A slot can also be used to signal that later on something will be revealed (Slot signaling). Schemas can be prompted by a single high saliency slot (Reduced slot prompting) and viewer reaction can potentially be increased by picking strongly negative or positive slot instantiations (Slot polarity intensification) or by using an instantiation that goes counter to expectation in a structured way (Counter expectation slot content) or just by the use of novel content (Slot novelty) for the slot. If emphasis and clarity are required such as at key moments in the story then prototypical slots should be used since these closely match the slots for the generic schema (Emphasis by prototypicality). Failures in continuity or realism can be hidden by using fast visual events in the shots (Speed-hide). Finally, schemas where the definition does not specify sequence and the actual elements (such as Chase) are particularly suitable for extreme slot content (Stretch slots for weakly typed schemas) or montage sequence based around slots (Montage slots for weakly typed schemas), due to the high level definition of the schema and the freedom this gives as to its instantiation. The table below shows the general design implications for the 158 within schema level (Table 3.28, below).
Table 3.28 General design implications at the within schema level
Design implication
Explanation
Section
Intensification by progressive reaction
Visual retardation intensification
Sonic preparation
Real behaviours
Blended extension
Have characters react progressively in different and deepening ways
Hold back full reveal of objects to intensify interest
Establish sonic markers to prepare viewers in advance of a reveal, maintaining viewer hypothesising and interest
When elements that have not been previously introduced are used, maintain the real behaviours of these elements, to avoid disrupting cognitive processing
Schemas are instantiated specifically in films, taking other material from the films story world, facilitating the use of slots linked to this story world in the original generic set of slots
3.3.5
3.3.5; 3.3.15
3.3.12
3.3.24
3.3.25
Design implications can also be identified for slot design at the within schemas level. These are shown in the Table below (Table 3.29, below).
159 Table 3.29 Slot design implications at the within schema level
Design implication
Explanation
Section
Slot context exposition
Slot polarity intensify
Reduced slot prompting
Speed-hide
Emotional freeing
Emphasis by proto- typicality
Counter expectation slot content
Slot signaling
Slot novelty
Stretch slots for weakly typed schemas
Montage slots for weakly typed schemas
Context around a slot used to introduce additional story insights unrelated to slot
Pick strongly negative or positive slot instantiations for emotional impact
Prompt a schema with a minimum of slots
Use fast moving visual elements to hide slot omissions
Use prototypical slots to release cognitive resources to process the emotional context
For emphasis, clarity and at key story pivot points, use prototypical slots
Use counter expectation slot values, including reversing, for humorous or other effects
Use slot content to hint at something further to be revealed
Fill slots with novel content, using speed of well known schemas with interest of novel slot content
Weakly typed schemas, where the definition only encompasses high level elements such as movements, can be filled with extreme slot content, maintaining viewer interest
Weakly typed schemas are particularly suitable for montage sequences in the slots
3.3.4; 3.3.18
3.3.5; 3.3.8
3.3.6; 3.3.11
3.3.6; 3.3.11; 3.3.21; 3.3.22; 3.3.24
3.2.14
3.3.7; 3.3.10; 3.2.14; 3.3.20
3.3.8; 3.3.11
3.3.8
3.3.16; 3.3.22
3.3.19
3.3.19
3.4.2.2 Between schema design implications
There are thirteen design implications related to between schema design implications. These are presented below (Table 3.30). 160 Table 3.30 Design implications at the between schema level
Design implication
Explanation
Section
False resolution of schema
Parallel schema reinforcement (same schema or related)
Embedded reinforcement
Verbal/visual repetition prompting
Schema binding
Retardation of re-interpreta- tive schemas
Stepwise reveal of re- interpretative schemas
Repetition pivoting
Downstream slot visuality
Nearness
Narrative smoothness
Minor subversion of ending
Intensification by signifying element
For key schemas that drive the story, set up a false resolution with a true but different resolution at the end of the film
Related schemas run in parallel reinforce each other
Embedding a schema with primarily cognitive content in a schema with primarily emotional content reinforces the first schema
Use verbal or visual repetition to introduce, preparing for facilitation of understanding later instance
Different schemas can be bound together for greater intensity
Hold back the occurrence of re-interpretative schemas to maintain viewer interest and hypothesising
Reveal the final re-interpretative schema in steps, to maintain viewer interest and hypothesising
Use familiar elements in new way to make a pivot point immediately accessible, yet maintain interest This implication involves choosing the slot in a set-up in a first schema for its visual power in the second schema that resolves the set-up
Use familiar and proximal elements to resolve set-ups
Downstream slot visuality and nearness lead to narrative smoothness
Introduce novelty into a stereotypical ending
Establish an element as symbolising a key relationship, then re- use element to subvert
3.3.8; 3.3.28
3.3.4; 3.3.16.; 3.3.27
3.3.27
3.3.9; 3.3.26
3.3.14
3.3.18
3.3.18
3.3.21
3.3.23
3.3.23
3.3.23
3.3.28
3.3.13
161 In using schemas as part of the design process for a film, there is a general design implication that schemas following each other can work together for greater intensity (Schema binding), with two structural possibilities. The first of these is where one schema is completely embedded in another (Embedded reinforcement). The second is where two schemas that are related in time, location or theme are run in parallel to each other (Parallel schema reinforcement). The prompting of a schema which is then re-used in a new form later in the film may be facilitated by verbal or visual repetition: showing elements in the first instantiation then exactly repeating them in the second instantiation (Verbal/visual repetition prompting). Also, familiar elements can be re-used in a new way to make a pivot point in the story cognitively accessible whilst maintaining viewer interest (Repetition prompting). Schemas that are temporally close to each other in their instantiations in the film can be shaped by choosing slot instantiations (elements) in the first schema that offer strong visual impact in the second schema in which they also appear it is better to choose the dramatic over the mundane (Downstream slot visuality). Additionally, familiar and proximal elements that have already been introduced to the viewer can be used to resolve issues set up in one schema then resolved in another (Nearness). The combination of these last two design implications (Downstream slot visuality and nearness) is narrative smoothness (Narrative smoothness), where the viewer is free to concentrate on the storyworld without unnecessary cognitive load. A specific entity in the film can be linked to a relationship between characters, then re-used between an existing character and a new character, to prompt a schema related to the fracturing of the original relationship (Intensification by signifying element). For key schemas that drive the story, a false resolution can be set up, with the true resolution occurring at the end of the film (False resolution of schema).
In relation to endings and to re-interpretative schemas, three design implications can be suggested. Firstly, in relation to endings, any prototypical ending can be subverted by slot substitution, with an expected slot value changed to the value of an entity already introduced in the film (Minor subversion of ending), adding cognitively understandable novelty at the end of 162 the film. Secondly, re-interpretative schemas should be held back (Retardation of re-interpretative schemas). The third design implication impacts on this, the final terminus of the re-interpretative schemas should be revealed progressively, to maintain viewer hypothesising and interest (Stepwise reveal of re-interpretative schemas).
3.4.3 Further research
The systematic investigation of schematic structure in The Wrong Trousers has revealed that the film is structured around the two schema types identified in this research, what have been called aggregate schemas (sequences of actions) and re-interpretative aggregate schemas (which re-interpret earlier aggregate schemas), with these two types of schema constituting the first two acts and with loosely typed schemas, where slot information is not pre- specified (not the same as weak scripts lacking information about sequence to structure peoples expectation, Abelson, 1981) outworking in fast action with vivid slot content in the third act, together with the resolution (Aristotles untying, Else, 1957) of two crisis schemas occurring at the end of the film. This investigation has also delineated twenty nine design implications arising, focused on within schema elements (five general design implications, eleven design implications related to slots, for a total of sixteen) and between schema design implications (thirteen implications). The story structure in The Wrong Trousers emerges from the schemas and their interplay and causal interconnectedness, as indicated above.
In investigation one, most participants in their summaries of the overall neutrally rated Ice Cream Dream correctly identified the main character, the pivotal issue and the start and end states. Yet some material of a dramatically striking nature was omitted. It was not clear why this was so, but it may be related to content which prompted negative reactions, thereby interfering with the processing of the films story. Since it would seem maladaptive to have viewers experience repeatedly interrupted by trivial onscreen events and elements which require a disproportionate amount of cognitive work relative to 163 their importance in story terms, it seems plausible to suggest a general schema for a professionally produced film of managed cognitive flow (which would be one desired goal of the design implications being build up over the course of this research). That is, a film displaying managed cognitive flow proceeds without the unplanned need for the viewer to divert cognitive resources to trivial on screen elements, with the concomitant disruption of story processing. What is noticeable from the current investigation is how The Wrong Trousers, in contrast to Ice Cream Dream as indicated by the viewers talk (investigation one), embodies managed cognitive flow: all the events are comprehensible, there are no disconnected or unclear events and the entire film is highly causally connected. The viewers in investigation one queried certain on screen elements, thereby reporting cognitive disjunctions at points in the film, suggesting that cognitive resources were diverted away from the films content and the enjoyment of the content, to trying to understand onscreen elements.
What might schematic analysis reveal of the structure of Ice Cream Dream and how would it compare with The Wrong Trousers? And how would the findings from such a schematic analysis of Ice Cream Dream mesh with the findings from the viewers talk on Ice Cream Dream in investigation one (Chapter Two, above)? To find out, a schematic analysis of Ice Cream Dream was conducted, using the methods developed in this investigation (see Chapter Four, below).
A limitation of this investigation is that the findings about the structured and highly interconnected content of The Wrong Trousers can only be suggestive about problems in less successful films generally and Ice Cream Dream specifically. This could result in an unbalanced framework (though the viewers talk reports from investigation one do dovetail suggestively at shared points in the structural issues reported in investigation two, suggesting problematic issues in Ice Cream Dream). Accordingly a schematic structural investigation of Ice Cream Dream was deemed necessary to build a balanced framework. 164 Chapter 4. Investigation three schematic analysis of short film Ice Cream Dream
4.1 Introduction
4.1.1 Issues arising
The first investigation (investigation one, Chapter Two, above) comprised a viewers talk investigation of Ice Cream Dream. Of interest was viewers talk about the film and what categories of talk could be discerned. That investigation identified five main categories of talk (Real-Life Reflection, Specific Film Aspects, Film Makers Intentions, General Film Expectations and Character Observations). Twenty nine design implications were also identified.
A major concern from investigation one was that much material related to the structure of Ice Cream Dream was potentially not being reported by participants, resulting in the loss of valuable insights. Additionally, participants were reporting story issues largely in negative terms elements or events were unclear and diverted cognitive resources from the story itself. A close schematic analysis of the films content might give insight into the problems expressed by participants in investigation one, by offering the opportunity to supplement the viewers talk on Ice Cream Dream with structural insights gained from a structural analysis of the same film.
The previous investigation (investigation two, Chapter Three, above) was a structural analysis of The Wrong Trousers that resulted in the identification of the importance of common and therefore familiar aggregate schemas with novel slot content. The investigation also identified sixteen design implications at the within schema level (such as, visual retardation intensification, where the full reveal of objects is held back, intensifying interest) and thirteen design implications at the between schema level (such as, parallel schema reinforcement, where related schemas are run in parallel, potentially 165 reinforcing each other). These design implications seem to demonstrate good design practice for film, with an explainable rationale in terms of schema theory. There was a concern that a positively skewed set of insights was being developed. With the development of schematic analysis (Chapter Three, above), a comparison of Ice Cream Dream with The Wrong Trousers (the first a neutrally rated film, the second a highly rated film) at the structural level could therefore deepen and balance the framework and the design implications, overcoming the limitation of findings focused only on the positive side of filmic structure. Since it was expected that greater analytic depth to the analysis of Ice Cream Dream would result by undertaking the analysis of The Wrong Trousers first, using The Wrong Trousers as an exemplar of good design practice, this was done in investigation two (above). The current investigation reported here now takes the findings from the investigation of schematic structure for The Wrong Trousers and compares them with a schematic analysis of Ice Cream Dream.
4.1.2 Research questions
The current investigation, as with the investigation of The Wrong Trousers that preceded it, sought to answer three questions. The first question was, what are the content structures that organise the film? (research question four, section 2.4.6 above). The second question was: Do these content structures map onto schema theory? (research question five, section 2.4.6 above). The third question related to the design of entertainment content: Can a set of design implications be developed from film content structures findings? (research question six, section 2.4.6, above). This third question comprises an identification of possible film design implications from the analysis. From the results of investigation two (Chapter Three, above), two further research questions were asked in this investigation. The fourth question was therefore, do aggregate schemas exist in Ice Cream Dream? The fifth question was, do these aggregate schemas structure Ice Cream Dream as they do in The Wrong Trousers?
166 4.2 Method
The short film Ice Cream Dream was systematically structurally analysed using schematic analysis (see Chapter Three, above). This included indentifying any schematic or non-schematic elements at a mid-level of granularity, plus identifying design implications as these arose.
4.2.1 Materials
A short film Ice Cream Dream (Walia, 2003) of nine and a half minutes duration, was analysed using a computer based DVD player. The description of the film is re-presented below (Table 4.1), to aid reader comprehension.
167 Table 4.1 Segmentation of Ice Cream Dream in three act form
OPENING TITLE AND CREDITS
ACT ONE: Status quo and inciting event A girl (Luna) is in the ice cream van with her Dad. She is worried about the other children. A boy (Harry) goes past on a scooter. Luna watches him go. Her Dad suggests Luna go out and play. Luna sees her sinister alter ego outside the van, through a cracked van window, and shakes her head to her Dad, no, shell stay in the van.
ACT TWO: Hero takes action, reversal, antagonist wins At home, her mother asks, how many sales did you make? And is delighted at the answer of 300, adding to Luna that you should put that in the bank. Luna has a day dream about bars of ice-cream being put into a small safe in a bank. The mother and father do the accounts with Luna watching, Luna is sent to bed. Her Dad comes in and encourages her to make friends, then leaves. Luna has two dreams. In the first dream her alter ego successfully stops her making friends by suggesting that Luna will have nothing to say to them and will be laughed at. In the second she is announced as a prize winning ice cream maker on television, is seen selling the ice cream from the van and dealing with a rude boy by putting chilli sauce on his ice-cream, to cheers from the crowd of children waiting to buy ice cream.
ACT THREE: High effort and victory
The next day Luna and her Dad start to go out in the van, then Luna changes her mind and gets out, intending to meet the other children. Her alter ego watches as Luna walks towards Harry to talk to him, and the alter ego realizes that she has lost the battle to prevent Luna making friends. Luna talks to Harry and is invited to meet his friends. From the van, Lunas Dad smiles happily as he sees this and drives off, playing the vans ice cream chimes.
CLOSING TITLE AND CREDITS
This description (above) is presented in three act form as with The Wrong Trousers (Chapter Three, above). Each of the three acts have been assigned to the different locations used in the film (the van, the home, the street).
4.2.2 Analysis and coding procedure
The film was analysed using a computer based DVD player, running the software PowerDVD. As with the previous investigation, the version of 168 PowerDVD and the hardware used did not permit time-frame accurate logging. Timings of shots are therefore not used for reporting purposes. The shot number is used as the unambiguous means of indexing shots.
The method of schematic analysis as used in the previous investigation was used here. This comprises factual logging for the creation of the Shot Description Document; schematic logging and the creation of the schema map for the film (comprising the schema structure table for the film and schema slot tables for each aggregate schema or other structuring element, see Chapter Three, above).
4.2.2.1 Factual logging and the Shot Description Document
Schematic analysis starts with factual logging at the shot level, giving the extracted sense of the shot. This material is recorded in the Shot Description Document (SDD). An extract from the SDD for Ice Cream Dream is shown below (Table 4.2, a more extensive extract can be seen in Appendix Four):
Table 4.2 Sample extract from the Shot Description Document for Ice Cream Dream
Start
End
Shot number
Textual description
01:48
01:50
39
Head and shoulders of Luna looking back over the seat at her Dad, she shakes her head, no to fathers question, then she looks away
As in the previous investigation, complete speech segments were recorded. Issues relevant to the practice of schematic analysis for film have already been discussed (section 3.2.2, above) and no more will be said here. As with the previous investigation, the SDD was carefully checked to ensure accuracy and the avoidance of anticipatory schema identification.
As with the previous investigation (Chapter Three, above), the schematic analysis was built up on the basis of boundaries of a temporal, physical or thematic nature, working from the SDD (see Appendix Four). In both this investigation and the previous investigation, the focus was only on the structure of the in-film content material related to genre and summaries was not dealt with.
4.2.2.3 Aggregate schemas a structuring schema?
It was not assumed a priori that Ice Cream Dream used aggregate schemas. The three tests (3.3.2.2, above) were used to identify structuring elements.
The results of the analysis for each sequence of Ice Cream Dream are reported below (section 4.3), working through the film in chronological order. When participants comments are reported, these comments come from investigation one (Chapter Two, above).
4.3 Results and discussion
4.3.1 An expanded typology of schemas
The previous investigation (Chapter Three) had identified aggregate schemas in The Wrong Trousers as primary structuring elements. The primary structuring elements of Ice Cream Dream are now considered. The opening and closing credits were not analysed. The nomenclature and identifying principles of aggregate schemas are briefly summarised, then each aggregate schema or related entity delineated, showing its links to the adjacent schemas where relevant and discussing design ramifications as these arise.
170 4.3.2 Nomenclature and identification of aggregate schemas
4.3.2.1 Nomenclature of aggregate schemas
The nomenclature follows that used in the previous investigation (Chapter Three, above). The term schema is used for aggregate schemas. Other elements not conforming to this description are identified as they arise. The identification of slots as prototypical (linked to the schema by definition) and associated (linked to the schema as instantiated in particular cultural or individual circumstances but not by definition) is retained. The presence of a character is not normally logged as a specific slot, to avoid excess verbiage. As the analysis proceeded, other structures identified in the analysis of The Wrong Trousers such as statements of schemas or re-interpretative schemas were logged as and when they occurred.
4.3.2.2 Identification of aggregate schemas
Test principles were as investigation two (aggregate schemas are temporally slower than action schemas; schemas are marked by boundaries in time, location or theme; description takes place at the level of entire and nameable sequence of actions). New instantiations of a repeated schema are shown with numbers in braces after.
4.3.3 Schema map for Ice Cream Dream
Working from the SDD, the analysis proceeded up from the shots. This identified aggregate schemas and other non-schematic elements as structuring the film. The start and end point of each schema or sequence of elements was recorded in line with the principles above (section 4.3.2.2). As with the previous investigation, this process results in a schematic map of the film, comprising the schema structure table and the collection of schema slot tables. From the schematic map of Ice Cream Dream (structure table plus schema slot tables) supplemented by the SDD when necessary, the design implications were 171 identified.
The schema structure table the first part of the structure map now follows (Table 4.3, below), with the non-schematic elements indented. Then the second part of the structure map, the schema slot tables, are reported (sections 4.3.4 to 4.3.13, below), with design implications linked to viewers talk.
Table 4.3 Schema structure table for Ice Cream Dream (non-schematic elements indented)
Name of schema or element
Start (shot)
End (shot)
ACT ONE: Status quo and inciting event
Selling ice cream from van (1) Harry/alter ego (1)
ACT TWO: Hero acts, reversal, antagonist wins
Valuables into bank - daydream Concerned parent talk Harry/alter ego (2) - dream Selling (prize winning) ice cream from van (2) dream Parent wakes child
ACT THREE: High effort and victory
Selling ice cream from van (3) Harry/alter ego (3) Child makes friends
2 25
44 59 82 93
128
132 133 144
57 40
52 81 92 127
131
154 143 154
4.3.4 Selling ice cream from van (1) schema
4.3.4.1 Identification
The word sell means hand over [to buyer] in exchange for money (OED, 2009), the selling ice cream indicates what is sold, the van indicates from where. In the U.K. it is common in summer to see children and adults buying ice cream from vans.
The start of this schema is analysed as being the first shot of cars and other 172 traffic seen in the side window of an unidentified vehicle. This sequence will become identifiable to the viewer as selling ice cream from van (shot 7) when the viewer sees ice creams cones in the back of the vehicle. The end of the schema is indicated by Luna (the girl protagonist) going to bed, at the conclusion of a sequence where the parents are counting the days takings from the ice cream selling and doing the accounts (shot 57). This schema is interrupted (shots 25-40) by a sequence that does not constitute an aggregate schema, where a boy (Harry) appears, with a following and linked appearance of an unidentified girl who looks a little like Luna (section 4.3.5, below). The term interrupted is used because this sequence is causally unconnected to the current schema in play. The instantiated schema slot table is as follows (Table 4.4, below):
Table 4.4 Instantiated schema slot table, Selling ice cream from van
Instantiated schema description
A father and his daughter sell ice cream from a van
Type of slot, slot name and slot content
(Prototypical slot) Van, inferred from interior (Prototypical slot) Ice creams, cones stacked up (Prototypical slot) Customers, children (Prototypical slot) Van, it pulls up and stops (Associated slot) Selling site (Prototypical slot) Customers orders (Prototypical slot) Ice creams, lollies and ice cream in cones handed over (Associated slot) Sales figures, about 300 (Associated slot) Put money in bank, mentioned but not actually done (Associated slot) Reckoning up, money counting and accounts
4.3.4.2 Design implications and integration with viewers talk
The first issue relates to how the first schema in a film is prompted. The schema selling ice cream from van is not immediately prompted in Ice Cream Dream (in shots 1-6 there is no clear prompting). Participants from investigation one expressed confusion about what was going on in the first shots of this schema that is, they had not identified the schema in play. Ice cream is only prompted at shot 7, when the viewer sees a box of ice cream cones in the 173 van. It might be objected that the title, Ice Cream Dream ought to prompt the relevant schemas. Judging by participants comments, this did not occur in all cases. Two points seem apposite. The first is that participants were coming to Ice Cream Dream without any previous expectations, unlike the film The Wrong Trousers which features the well known characters Wallace and Gromit. Therefore viewers had no context within which to prepare a range of schemas for activation. Secondly, since the title was unfamiliar, it is not clear that the title would have been well internalised by viewers, fostering a degradation of the potential priming of the subject of ice cream from the title. Thirdly, although the title mentions ice-cream, it adds dream. This might be expected to only weakly prompt the relevant schema of selling ice creams, due to interference from the word dream, since no-one can specify the content of a dream or how it is used in a film, meaning that participants might have had a very broad range of schemas potentially available for activation. In addition, participants comments from investigation one suggested that they were diverting cognitive resources to identifying the context of what they were seeing, as well as having extraneous thoughts prompted by on-screen content related to the real life contexts of the film, therefore they would have been less able to hypothesise meaningfully about the films content. The first design implication therefore is to strongly prompt the first schema in a film by using a clear identifying and prototypical slot or slots in the first shot (The Wrong Trousers uses a number of prototypical slots at the start of the first schema in the film, at shot two).
The second issue relates to the choice of schema within the class of desired schemas. The schema Selling ice cream from a van is less familiar than the alternative schema, Buying ice cream from a van. This is because fewer people have a familiarity with selling ice cream (which they might have acquired by, for example, helping out in an ice-cream van), compared to buying ice cream from a van. The second design implication is therefore to use the best in class schema, the most accessible schema to the widest number of people. A number of the participants in investigation one commented adversely about the urban setting, suggesting that the setting was having a negative effect on their 174 enjoyment of the film. Film makers need to choose the best in class schema and think how to invest it with as much intrinsic interest as possible. The full version of this second design implication should therefore be, use the best in class schema (considering accessibility and interest), where interest might be either spread across many visual or sonic elements or focused on a few.
A third issue relates to music at the start of the film. In Ice Cream Dream, viewers would have been more orientated to the films content had schematic music associated with ice cream been used, such as O Sole Mio, which is widely used by ice cream vans in the United Kingdom. Because the film makers chose to start with music which refers in its lyrics to happy teamwork, they lost an opportunity to make the opening of the film fully and immediately comprehensible to viewers. The design implication here is to consider whether the opening music needs to support the orientation of the viewer at the start of the film, whether for the opening schema or the whole film.
The fourth issue relates to omissions in prototypical slot content. For this schema, the money handling was seemingly omitted (the father asking for money and the customers handing money over) in the ice cream purchases. This was an omission that participants from investigation one commented on. It may be that had the film makers omitted the physical handing over of the money but retained the asking for money, the speed-hide principle would have worked to obscure this omission, since handing over money is a fast action involving small physical elements (cash). However, the film makers omitted both parts of the transaction, causing participants to perceive a breakdown in reality in the film at this point. It is also possible that because some participants were not fully engaged in the film at the start (because they were diverting cognitive resources to understanding what was going on) this lack of engagement was still in operation at the point where children were buying ice creams. This might lead to greater awareness of the omission of a cash transaction at this point, since the viewers were not fully engaged in the film story. The fourth design implication is not to omit all reference to a prototypical slot merely having the father asking for a monetary amount during the selling 175 part of the sequence might have been sufficient to avoid the negative comments expressed in investigation one.
The last scene in the outworking of this schema (selling ice cream from van) is not causally linked to the previous sequence and only concludes the schema Selling ice cream from a van in the extended sense that counting the money earned from the selling of the ice cream is one of the concluding actions in an extended form of the schema. This scene comprises one shot, elevated and looking down on father, daughter and mother seated at a table in an undefined space that is presumably meant to prompt the schema dining room. In fact, this scene is irrelevant to the film because it adds nothing of informational or dramatic value. The scene seems to function solely as a means of explaining how the daughter gets to bed, in readiness for the parental chat. There is a further disconnected shot of the van drawing up outside the house before the day dream sequence. The fourth design implication is therefore to make use of informational shots (such as shots of clocks to show that the character is somewhere else at a later time) where these offer the opportunity to remove superfluous scenes or shots that are not slots in aggregate schemas, do not add additional story information and are not causally linked to preceding or following shots efficiently.
4.3.5 Causally unlinked elements [Harry/alter ego]
4.3.5.1 Identification
This sequence of elements take place wholly within the above schema, Selling ice cream from van. The sequence is not made up of aggregate schemas so nothing can be said about slots and slot content and is causally unlinked to the Selling ice cream from van schema. The sequence starts with a shot of a boy, Harry, on a scooter, coming towards the group of children buying ice cream (shot 25) before going past them. This is followed by the father offering the daughter the chance to go out and stretch your legs, as Luna watches the disappearing Harry (who does not buy an ice cream or engage with 176 the other children). Luna watching Harry is causally linked within this sequence to the appearance of the alter ego that comes next: Luna watches Harry disappear in the wing mirror then looks down, there is a white flash, a whoosh sound and sinister chords of music. A girl who looks somewhat like Luna is watching her, below the wing mirror. Following this, Luna turns to her father and shakes her head, no to his offer, the fathers concerned look at her forming the conclusion to this sequence (shot 40).
4.3.5.2 Design implications and integration with viewers talk
The first design implication relates to causality. It is not enough to have filmic elements in temporal and geographical contiguity to main characters (such as Harry is to Luna) these elements need to be causally linked. Participants from investigation one commented negatively about Harry and were confused by the alter ego. Since the aggregate schema in play concerned selling ice cream, it seems strange not to have Harry or the alter ego buy or start buying an ice cream. This would have provided causality to this sequence, integrating both Harry and the alter ego with unfolding events in the story world of the film. The design implication from this sequence is therefore to always have relevant elements integrated causally with the schemas in play.
The second design implication relates to using informational shots. Participants from investigation one reported confusion about the alter ego was she an evil twin? Subtle differences may have made the identification of the second girl as Lunas alter ego more difficult (since it was a different child actress). The alter ego could have verbally identified herself, saying for example, My name is Luna. Luna could have protested, then the alter ego could have said, Were both Luna and Im going to be your only friend forever!. This would also set up a strong dramatic context against which Luna as the protagonist can then struggle. The design implication is therefore to make use of informational shots when these can aid immediate understanding of who important characters are and what their role is.
177 4.3.6 Putting valuables into bank - daydream schema
4.3.6.1 Identification
This sequence is identified as putting valuables into bank. The sequence is schematic in two ways. The first way is that the presentation uses filmic devices such as distorted colour and sonic effects to indicate a daydream (see section 2.3.4.9, above, from investigation one). Secondly, the sequence is a aggregate schema of putting valuables in a bank, except that this instantiation of the schemas has novel slot content (ice-cream). This schema takes place wholly within the schema, selling ice cream from van (section 4.3.4 above). This schema is not linked causally to the following sequence, the conclusion of selling ice cream from van schema, where the money is counted and the accounts done. The instantiated schema slot table is as follows, omitting daydream signifiers (Table 4.5, below):
Table 4.5 Instantiated schema slot table, Putting valuables into bank
Instantiated schema description
Putting valuables into bank
Type of slot, slot name and slot content
(Prototypical slot) Bank, indicated by sign for bank manager and person of bank manager (Prototypical slot) Customer (Prototypical slot) Valuables, bars of ice cream (Prototypical slot) A safe (Prototypical slot) Place valuables into safe (Prototypical slot) Close safe (Associated slot) Contractual agreement, hand shake
This sequence is the only daydream in the film (the appearances of the alter ego are not so classed). It is an aggregate schema because it relates to the schematic sequence of putting valuables in a bank, with possible slots including meeting a bank official, filling in paperwork and so forth. There is a weak causal link to the preceding sequence because the adult female in the house responding to the report about the sales made that day by saying to Luna, Three hundred ice-creams! We should put that in the bank!, which initiates 178 Lunas daydream of her father handing over bars of ice-cream (not ice-creams per se as presented earlier in the film) to a bank manager, with the shot of the bank managers sign on a desk and the camera raising to show his face being the start of this schema (shot 44). The schema ends with a close up of the fathers hand grasping the bank managers hand in a handshake in front of the locked bank safe (shot 52).
4.3.6.2 Design issues linked to viewers talk
The use of bars of ice cream instead of ice cream in cones or ice lollies proved problematical to participants from investigation one (with the wrong schema active, some thought the ice cream bars in this sequence were bars of gold). This was because the bars of ice cream were a deviation from expectations prompted by the adult females comment (Three hundred ice- creams! We should put that in the bank!), suggestive of the ice creams that were actually sold rather than bars of ice cream such as would be bought at a supermarket. This suggests a first design implication of precise matching of slot content when that slot content is repeated the form of the ice creams should visually conform to the earlier usage otherwise confusion may result.
A schema for putting valuables into a bank could have slots such as meet up with a bank official, fill in paperwork, large wall safe, loading valuables into safe. A schema doesnt need all the slots to be prompted Ice Cream Dream needs only to show us the sign on the bankers desk, which together with the adult females preceding comment locates the viewer exactly, as is done in the film. However, the substitution of ice cream bars for valuables proved problematic for some participants from investigation one, as already indicated. Since the intent at this point seems to be humour, exaggerating the slot content could facilitate the humour. For instance, Luna could sweep into the bank with her father at her side, ostentatiously holding a tray with ice-creams piled on it. People could turn to stare awestruck as the they approach the main desk. The bank manager could meet them, looking amazed at the ice-creams on the tray, then deferentially lead them to a huge high-tech safe set into a wall, have an 179 elaborate opening sequence with special keys, high tech control panels and so on. Such an approach would follow the schema of putting valuables in a bank but intensify it in two ways: through exaggeration of each of the slots and also through the varying of the slot content for valuables by replacing what would be expected schematically (items of high value) with items of little monetary value, offering comedic contrast in slot content, the pleasure of enjoying the little girls daydream and the exaggeration that is inherent in her imagination. Such an approach would have added considerable richness to the content but might have required a larger budget than was available to the film-makers, especially if digital effects were not as readily available when the film was made as are available now. It also leaves unaddressed the issue that the daydream is of no causal relevance to the film story, except that with heightened comedic effect this concern would become less important, since viewers would derive great enjoyment from the sequence. The second design implication is therefore to exaggerate the slot content for humorous effect, a design implication also identified in investigation two (Chapter Three, above).
4.3.7 Causally unlinked elements [Concerned parent talk]
4.3.7.1 Identification
This sequence take place immediately after the schema, Putting valuables into bank-daydream. The sequence is not a aggregate schema so nothing can be said about slots and slot content. The sequence starts with a shot of Luna in bed awake, the lights out, her father coming in to have a talk with her (shot 59). The content of the sequence relates to a discussion about Luna coming the next day to help the father in the van with selling the ice creams, the father expressing concern and encouragement to the daughter to make friends. The sequence ends (shot 81) with the father having just left, the door closed and Luna putting her head down to sleep.
180 4.3.7.2 Design implications linked to viewers talk
This sequence is difficult to characterise. The notion of a parent having a serious talk with his or her child is common, but not schematic in that it tells us nothing about the time, place or content of such a discussion. Refining the notion to a bedside chat merely gives purchase on the location and time with still no indication of content. Had the issue of making friends been set up clearly for the viewer earlier, a weakly typed (i.e., not strongly structured) schema might have been deployed by the film makers about trying to make friends, which could have been invested with slot content related to attempts at friendship, rebuffs and eventual success, with the protagonist strongly seeking success. In Ice Cream Dream the daughter seems retrospectively from the start of the film to be weakly engaged with this quest (once the quest is understood) and participants from investigation one were not clear as to what Lunas problem was until this parental chat scene. It is clear that in some films the protagonists drive comes from the actions of the antagonist after the film has started in the previous investigation (Chapter Three) Gromit wants to rescue Wallace and have his normal life and friendship restored. In Ice Cream Dream the film opens with the protagonist having a problem (she has not been able to make friends) but the viewer is given insufficient insight into this problem until the current sequence. Since this problem that the protagonist will face and eventually overcome is the key dramatic motivation for the film, it is important that it be understood early, especially when it is a pre-existing condition before the start of the film, in the films story world the film makers needed to create an overarching schema of trying to make friends. The design implication is therefore that of fitting the protagonists actions and motivations into a clearly accessible aggregate schema.
4.3.8 Causally unlinked elements Harry/alter ego (2) dream
4.3.8.1 Identification
This sequence is stylistically schematic of a dream, in that it has pastel 181 coloured distortions of scenes and cranky music. It is counted as one dream because of the close association of Harry and the alter ego with each other and also because the film makers insert a transition between this dream and the next, consisting of a shot of Luna asleep, new material appearing over, indicating that what follows is a second dream. The content of the sequence is not schematic and starts with the boy Harry coming towards the camera on his scooter (shot 82). Then Luna is challenged by her alter ego, the sequence ending with Luna changing her mind about going to talk to Harry as a result of the alter egos taunt to Luna that she will have nothing to say to Harry and that he will laugh at her (shot 92). This sequence links to the preceding sequence because temporally dreaming is part of being asleep and usually follows a character falling asleep, which is what happens at the end of the previous sequence. Importantly, this activity is not causally linked to the rest of the story and is not therefore causally necessary, weakening its dramatic impact and value. It might seem that dreaming is part of a aggregate schema sleeping, yet such a schema is actually quite sparse in content, including the act of dreaming without any specification as to the content of the dream.
4.3.8.2 Design implications
The first design implication relates to goal clarity. In this dream Luna, in response to the alter egos challenge of, why would [Harry] want to play with you?, responds, Because hes just like me. At this point Luna cannot face down the alter egos further challenge, Dont blame me when youve got nothing to say and he laughs at you. This implies a goal of talk to Harry, yet the previous sequence seems to indicate that Lunas goal is make friends. Though talk to Harry is potentially a subset of make friends, it is not necessarily so. It is easy to retrospectively infer that the one is a subset of the other, but in the flow of the film for the viewer the additional cognitive work required to put these two elements together in this logical relationship may result in a lack of clarity, especially since some participants in investigation one had already inferred a particular connection between Luna and Harry, whereas in the film Harry seems to stand for friends generally. He is also the most 182 popular boy, a further element that requires cognitive work by the viewer to clarify. The character of Harry is actually confusing, he is not connected necessarily to Luna for most of the film. He functions opportunistically for Luna at the end of the film, through the device of Luna asking Harry if she can have a go on his scooter (which one participant in investigation one found unbelievable), with Harry then offering to introduce her to his friends. Harry would seem therefore to be only a means to get Luna to her desired end state of making friends with other children. Any effort to understand causality and clarify fundamental structuring items such as the protagonists goal all add cognitive load. The design implication is therefore, make characters goals clear.
4.3.9 Selling (prize winning) ice cream from van (2) - dream schema
4.3.9.1 Identification
This is the second dream, it is schematic and is entitled, selling (prize winning) ice cream from van (2), since it is the second instantiation of a selling ice cream from a van schema, though it takes place in a dream. It starts with a shot of Luna asleep (indicating the start of a second dream), with children in a playground fading into the same shot, the start of this schema (shot 93). The sequence continues with advertising flyers for Lunas ice cream falling from the sky in a playground, a section with a newscaster reading the television news and announcing that Lunas ice cream has won a prize, then a schematic section of children buying ice-cream and Luna handling the customers well this time, using her fathers behaviour from the first instantiation of this schema as a model. The schema ends with Luna giving a rude customer an ice-cream with chilli sauce on it, resulting in cheers and a chant of Lunas name going to echo (shot 127). The slot table is now shown (Table 4.6, below), omitting dream signifiers. Additional slots arise as a result of the modifying phrase, prize winning.
183 Table 4.6 Instantiated schema slot table, Dream selling (prize winning) ice cream from van
Instantiated schema description
Luna dreams of selling (prize winning) ice creams from the van
Type of slot, slot name and slot content
(Additional slot) Advertising flyers, falling from sky (Statement of schema), Advertising flyers, content (Prototypical slot) Announcement of prize (Prototypical slot) Customers (Prototypical slot) Vendor, girl (Prototypical slot) Prize holder (Additional slot) Trumpet blast for prize holder (Associated slot) Rude customer (Additional slot) Chilli sauce onto ice cream (Additional slot) Popularity chant for Luna
4.3.9.2 Design implications and link to viewers talk
This sequence is somewhat novel, as it takes place in a dream and also because it incorporates prize winning. In fact, on the third shot in (shot 95) the viewer is shown what is written on the advertising flyers falling from the sky LUNAS ICE CREAMS HERE, a statement of schema, which is followed by a dissolve to a television newsreader announcing that Lunas ice cream has been voted best in the country (shot 96) a statement of the additional prize winning element. The temporal contiguity of the selling and prize winning statements suggests that viewers would be readily able to comprehend and enjoy the modified schema. This is the use of the design implication parallel schema reinforcement (investigation two, sections 3.3.4.2 and 3.3.16.2, above), whereby similar or related schemas run in parallel potentially reinforce each other in their effect on the viewer.
The next design implication arises from the section in the schema where Luna deals with a rude customer by putting chilli sauce on his ice-cream, resulting in cheers from the assembled crowd of customers. This element was problematical for many of the participants in investigation one, resulting in comments questioning the presence of chilli sauce in an ice-cream van and the suitability of Lunas action in business terms. Thinking about this as a childs 184 dream was not a valid framework for understanding, perhaps because such an understanding requires additional cognitive work on the sequence that participants were unable or unwilling to undertake. Such questioning diverts cognitive resources away from the enjoyment of the film content at this point. The presence and use of chilli reveals the limitations of novelty per se as to slot content, resulting in a design implication that slot content must be realistically novel, with realism defined by the context of the film and its story world.
The final design implication touches on both dream sections (this section and the preceding section, 4.3.8). With reference to the goals of Luna, some participants from investigation one were unclear how having these two dreams would lead necessarily to a change of behaviour in Luna for her to achieve her goal of making friends. These dreams only have weak causality with this goal, since the dreams show nothing of any struggle, growth and eventual victory against the odds only the enjoyment of all the fruits of victory (news announcement on television, new competence at dealing with customers). It seems that viewers are being invited to believe that having a dream of being confident can result in being confident in real life, a weaker causality, even assuming that viewers accept this and some of the participants in investigation one did not. It might be argued that the title of the film, Ice Cream Dream, suggests just such a process, but any connection between dreams and victory would seem to be tenuous and requiring the sort of cognitive work for which people may not have cognitive resources available whilst attending to the real time flow of events in a film. The design implication here is to strongly develop and outwork the protagonists intense exertion to solve his or her problem.
4.3.10 Causally unlinked element Parent wakes child
4.3.10.1 Identification
This sequence is an action schema, not a aggregate schema, so no slot information is presented. It also adds no information to the story, seeming to serve only as a transition to the next day and Luna and her father leaving the 185 house to sell ice cream from the van. The sequence starts with the father flinging open the curtains of Lunas bedroom (shot 128) and ends with the father asking Luna in voice over if shell be ready in an hour, with a camera shot of Lunas head and shoulders in bed (shot 131).
4.3.10.2 Design implication
The use of dreams instead of real world struggle to solve the protagonists problem then creates a need to mark her transition from dreaming to waking. Simplest would have been to have a single shot of Luna waking after her final dream, a big aha! smile on her face (which would have primed viewers to think that the dreams might have some effect in the real world), then cutting on the action of her getting out of bed. The following shot could then have been of Luna and her father leaving the house, perhaps waving goodbye to the adult female in the house (participants in investigation one were unsure of the status of this female in relation to the father and daughter). The main design implication is that of nearness, identified in investigation two (section 3.3.23.2, above). A dream can only be a distal solution to a problem even if an insight into the solution of a pressing problem comes to someone in a dream, that solution still needs to be worked out in real life. Nearness, in combination with a full struggle process for the protagonist would result in a more organic (and therefore believable and potentially more dramatic) resolution of the protagonists problems. Using this design implication would have resulted in a direct confrontation and struggle between the protagonist and the antagonist, with the protagonist winning out against all the odds at the very end by using means available to her. This would have avoiding the questions raised by participants in investigation one about dreams as solutions at this critical point in the film.
The use of this dream as a means of the protagonist changing her life could have been improved, so using the design implication, verbal/visual repetition priming (investigation two, Chapter Three, above) Luna could repeat exactly the form of her words and gestures to introduce herself used in the dream, when 186 she moves forward to make friends at the end of the film. This would use the viewers recognition of identical visual and sonic elements to prompt the original context and therefore to understand that the dream had provided a practice arena for successful real life performance. This technique is actually deployed in this dream when Luna reuses her fathers form of words and intonation to effectively manage all the children crowding around the vans serving window. Use of the design implication verbal/visual repetition priming focused on making friends would establish a stronger causality for the dream and therefore greater clarity for viewers, as well as increase the drama at that point.
4.3.11 Selling ice cream from van (2) schema
4.3.11.1 Identification
This is the third instantiation of this schema. The sequence starts with a shot (shot 132) of the father and Luna walking towards the van. This instantiation only touches on the earliest stages of the schema the viewer sees Luna and her father enter the van, Luna holding a red money box. The schema is not played out further for Luna because Harry goes by, causing Luna to ask her father for permission not to go out with him in the van and then exiting the van once her father has given permission. The rest of this schema plays out with the father, after watching Luna join the other children and start playing happily with them, looking around at the red money box then starting the vans engine and driving off, playing the vans chimes (154). This schema encompasses two sequences (Harry/alter ego and Child making friends). The end of Child making friends is co-terminus with the end of this schema. The instantiated slot table for this schema is as follows (Table 4.7, below):
187 Table 4.7 Instantiated schema slot table, Selling ice cream from van (2)
Instantiated schema description
A father and his daughter sell ice cream from a van
Type of slot, slot name and slot content
(Prototypical slot) Van, parked outside house (Prototypical slot) Vendors, father and girl (Associated slot) Money box
4.3.11.2 Design implications and link to viewers talk
The partial nature of this schema, focused as it is on the earliest stages of the schemas outworking, does not matter, the shot of the father and Luna going out to the van being sufficient to prompt the whole schema (reduced slot prompting, from investigation two, Chapter Three). Viewers are now familiar with the sequence of actions for selling an ice cream, if not from their own familiarity with the related schema buying ice cream from van. The first design implication is that of reduced slot endings a film can end on a single slot prompt for a full aggregate schema and it is not necessary to show the whole schema being played out.
The second design issue relates to a research limitation of analysing films from schemas alone viewers talk studies can provide additional information that structural analysis might not identify. From investigation one it was clear that the participants felt that the link of the red money box to Luna had not been clearly established (they commented that they did not understand why the father looked at the red money box in this sequence, a failure of pointing (see, 2.3.4.5, above). Also, structural analysis might not have identified that the close up of the door and its creaking acted as pointing for some participants in investigation one, making this shot seem sinister. It should be noted that once such issues as these have been identified there is no reason in principle why they cannot be integrated into a method of schematic analysis of film at the action schema level in this instance the additional design implication would be, ensure that pointing the use of close ups by directors to point to something is intentional and explicit. 188 4.3.12 Causally related elements [Harry/alter ego]
4.3.12.1 Identification
This element is not strongly causally linked with the previous schema. It starts with a shot of the boy Harry drawing near on his scooter (shot 133). Luna then asks her father for permission to not join him that day, which is granted. She gets out of the van, walks past the alter ego whilst giving her a brief look, then moves forward to Harry, her voice over starting to greet him, the shot held on the alter ego, who realises that she has lost (shot 143). This sequence takes place within the previous schema, selling ice cream from van and is also followed by child making friends.
4.3.12.2 Design implications and link to viewers talk
Because of viewers general knowledge of films and the typical endings of films, with the protagonist usually but not always successful and victorious over the antagonist, viewers understand this relationship. Having seen the dream in which Luna is popular and knowing that many British short films are ten minutes or so long, viewers are probably able to infer that the resolution is near. This is hinted at more strongly once Luna asks her father for permission not to join him, at which point the viewer can have an expectation that Luna will shortly be making friends (some participants in investigation one were distracted at this crucial point in the film by the close-up of the van door creaking open, which suggested to them an unhappy ending). Once Luna has walked past the alter ego, virtually ignoring her (i.e., the alter ego is defeated), the viewer can infer that Luna will shortly make new friends. The alter ego and Harry are integrated into the film by virtue of their repetition the viewer can infer suitable meanings for them even if these meanings were not previously made clear. The design implication is that repeated but unexplained elements can be correctly interpreted at the end of the film, though this is not a recommendation to let psychological processes do this work without explicit design intention. 189 4.3.13 Child making friends schema
4.3.13.1 Identification
This schema is weakly typed, because there are many different ways in which a child might make friends. Nevertheless, it is not unexpected that one way of doing this will be to join other children who are playing. This schema starts with a shot of Luna saying hello to Harry (shot 144). It then continues with Luna asking to try Harrys scooter, then being asked by Harry if she would like to meet his friends. The sequence ends at the same point as the closing of the second selling ice cream from van schema, with a long shot of the van driving past the group of children playing happily (shot 154). This schema is so weakly typed that no slot table is presented.
4.3.13.2 Design implication and link to viewers talk
Consideration of the schematic ways in which humans interacts might have suggested that Lunas request of Harry to try his scooter was premature, in relation to the stage of the relationship between Luna and Harry. This sequence, the emotional climax of the film, still caused a problem. One participant from investigation one thought that Harry acceding to the request was unrealistic Luna might have run off with his scooter. Such thoughts interfered with his enjoyment of the climax of the film. In fact, the scooter is an unnecessary device, as is Harry. A simpler way for Luna to make friends is simply for her to introduce herself, repeating her behaviours from the dream sequence, which acts as a prompt for the viewer in this sequence, the design implication of verbal/visual repetition priming (see also 4.3.10.2, above). Although this is not as visually interesting as riding on a scooter, drama can be increased by suggesting that the other children are about to reject her overtures. Luna could then repeat her overtures in exactly the same way as in the dream, for eventual success (struggle, overcoming and eventual victory).
190 4.4 Concluding discussion and further research
Firstly, schema structures within the context of the three act structure of Ice Cream Dream are discussed (research questions one, two, four and five, see section 4.1.2, above). Then the design implications arising from the current investigation are discussed (research question three, see section 4.1.2, above). Finally, issues for further research are discussed.
4.4.1 Schema structures
Comparison of the schema structure tables (sections 3.3.3 and 4.3.3) for the two films used in this research is instructive. The film The Wrong Trousers (investigation two, above) is marked by an exclusive use of aggregate schemas (including two re-interpretative aggregate schemas in the second act), all of which are causally connected there are no causally disconnected sequences. By contrast, Ice Cream Dream is marked by a mixture of causally weakly connected aggregate schemas and causally disconnected sequences. Ice Cream Dream contains five aggregate schemas (three instances of Selling ice cream from van; one instance of Valuables into bank; one instance of Child makes friends) and three causally disconnected sequences (three instances of Harry/alter ego; one instance of Concerned parent talk; one instance of Parent wakes child). This means that there is no causally linked abstract skeleton (Figa and Tarau, 2003) and the schemas and elements do not always have coherence and are not always externally distinctive from earlier presentations of the schema (Abelson, 1981), which implies that the film will be less readily processed. The intermittent instantiation of schemas interspersed with causally unconnected elements means that the viewer does not get the benefits of schema prompting, preparation or memorisability (Van Lehn, 1989; Abelson, 1981) or the benefits of clear boundaries between similar schemas, which could lead to clearer breakpoints and more efficient information processing (Zacks et al., 2009; Tversky et al., 2002; and Zacks et al., 2001). The possibility of removing large sections of the film, especially parts related to dreams and the daydream (which seem to be spectacular parts only, Aristotle 191 in Bywater, 1920/1929), argues for a story that lacks wholeness (ibid.), with a reliance in parts on visual effects instead of integrated story. Added to this lack of wholeness is the diversion of cognitive resources away from the story content to unclear usability issues, interrupting the state of enjoying the narrative experience (Sturm, 2001; Green, 2002; Csikszentimihalyi, 1990).
4.4.1.1 Schema structures in Act One
In The Wrong Trousers (investigation two) the first act consists largely of repeated aggregate schemas with two key schemas (Faithful pet dog subverted; Financial crisis) setting up the dramatic impetus to the story, which will be resolved at the end, when these two crisis schemas are resolved. These are all presented in a clear and comprehensible manner, in many cases from the first shot of a sequence with some schemas including statements of the schemas in play at key moments in the film, for total clarity. By contrast, the opening schema of Ice Cream Dream, consisting of the first instantiation of the schema Selling ice cream from van, does not clearly identify the schema in play till shot seven, has an unclear dramatic impetus which is only revealed unambiguously in act two and has the opening schema followed by a causally disconnected sequence where Luna, the main character, sees a boy on a scooter going past (accompanied by cheerful music) and then a little girl who looks somewhat like her (accompanied by sinister music). It is noticeable that some participants seemed to find understanding how these elements fitted together difficult, in investigation one (above).
4.4.1.2 Schema structures in Act Two
In The Wrong Trousers (investigation two, above) the second act consists of new aggregate schemas and two major re-interpretative aggregate schemas which integrate and deepen the viewers understanding of and interest in the antagonists plan. All of these schemas are strongly and causally linked with each other. The second act in The Wrong Trousers ends with jeopardy (one of the characters has been captured), which engages the individual viewers 192 emotional concern and interest, with all these elements having high dramatic impact. In Ice Cream Dream by contrast, the second act starts with a schematically presented daydream (which prompted mixed responses from participants in investigation one) and is not causally connected with the unfolding of the story. This sequence was also judged weak as an episode of humour by participants in investigation one (humour seems its intent). This sequence is followed by a causally disconnected sequence where the viewer finally finds out unambiguously what the motivating problem for the main character is (though Luna does not seem strongly motivated to resolve the problem). This problem should have been the driving impetus of the film (e.g., Howard, 2004; McKee, 1997/1999), setting up drama, suspense and interest for the viewer. This sequence is followed by two schematically presented dreams, the second of which shows victory for the protagonist without indication of any struggle to achieve this victory such struggle would normally be a key element in any film. This sequence is followed by a disconnected scene which seems to serve merely as orientation for the viewer to understand that a new day has dawned.
4.4.1.3 Schema structures in Act Three
In The Wrong Trousers (investigation two, above), the third act consists largely of a chase sequence, indicative of intense action and suspense, following by the resolution of the dramatic tensions implicit in the broken friendship and financial crisis schemas introduced in act one, with the resolution of the two crisis aggregate schemas. In Ice Cream Dream by contrast, the third act comprises the start of a selling ice cream schema (though the main character does not complete the selling behaviour since she exits the van to make friends), followed by a sequence with Harry and the alter ego (elements which have become connected to what has gone before only, in the absence of causal connections, through repetition, a form of pointing). The act concludes with the main character making friends easily one participant from investigation one commented that sometimes making friends can be that easy. The third act is therefore marked by the absence of struggle, with victory easily won and yet no 193 clear reason why victory should have been achieved (contra Howard, 2004; McKee, 1997/1999), since Luna seems not to have gained new skills or overcome significant obstacles at any point in the film.
4.4.2 Design implications
There were nineteen design implications identified in this investigation. The design implications were divided into within schema design implications (eight design implications, see section 4.4.2.1, below) and between schema design implications (eleven design implications, see section 4.4.2.2, below).
4.4.2.1 Within schema design implications
Before the table presenting the design implications is presented (Table 4.8, below), a prose outline is given to indicate how the design implications could be used by film makers as a series of design choices at this within schema design implications level. Design implications are shown in italics, in brackets.
The opening of the film is a crucial moment. Therefore the film makers should consider how best they can prompt the opening schema, using prototypical slots or a statement of schema at this point (Strongly prompt the first schema). This orients the viewer to what is going on, freeing up cognitive resources to focus on story elements. The film makers can consider linking the opening music to this first schema, though not all opening sequences lend themselves to this in some opening sequences theme music may play over introductory credits, with new music for the first scene. It is important that the music over the first scene not be contradictory to what is on screen (i.e., in the first schema), unless the film maker wishes to deliberately suggest an additional meaning, such as tension music over a family having breakfast together, to suggest a threat to the family (Consider link of opening music to first schema/film).
At any point in the film where a schema is being used that might be relatively 194 unfamiliar to viewers (such as selling ice cream), consider whether a more familiar version (e.g., buying ice cream) could be used, picking the most interesting and accessible variant of the schema (Use best in class schema). Important schemas such as the opening schema may require the film maker to immediately display a key slot, thereby ensuring clarity at this significant point in the film (Reference key prototypical slots).
The planned film can be surveyed by the film maker before it is filmed (either by means of the treatment for the film or the script) and disconnected elements removed by the use of an informational shot. One example of an informational shots (a visual or sonic element used schematically to manage the flow of information in a film) is where the viewer first assumes that the time and place are the same in a head and shoulders shot, for example but the following shot of the same elements in a wider view to include more of the background reveals that the action has shifted to a new location and that time has passed (Use informational shots to remove disconnected elements).
If the film maker wishes to generate humorous effects, slot content can be exaggerated (Exaggerate slot content for humour) but viewers still test novelty by their perception of realism in relation to the films story world as it has unfolded thus far. Film makers do not therefore have total licence in the presentation of novel slot content (Slot content must be realistically novel).
At the end of the film the last aggregate schema does not need to be shown in its entirety, one slot (whether associated or prototypical) is sufficient, since at the end of the film all key information should have been presented, including the denouement the film maker is now offering a farewell to the film world (Reduced slots for last schema) so there is no expectation on the part of the viewer of new content. An associated slot, particularly when presented as a familiar element from earlier in the film, can be sufficient to suggest the continuation of the film world beyond the duration of the film and form an effective farewell to the film world.
195 These summarised design implications were tabulated. Table 4.8 (below) shows the summarised slot design implications at the within schema level.
Table 4.8 Slot design implications at the within schema level
Design implication
Explanation
Section
Strongly prompt the first schema
Use best in class schema (interest, interest)
Consider link of opening music to first schema/ film
Reference key prototypical slots
Exaggerate slot content for humour
Slot content must be realistically novel
Reduced slots for last schema
Prompt the first schema in a film with a prototypical slot
Use the most accessible and interesting schema from the group of similar schemas
Opening music suggests a range of schemas which should apply to the film, use this explicitly
Using a partial reference to a prototypical slot is enough
Once the slot content has been identified, it can be exaggerated for humorous effect
The story world of the film defines what is realistically normal slot content must not exceed these boundaries
A film can end of a single slot prompt for a schema, especially if the schema has been used before
4.3.4.2
4.3.4.2
4.3.4.2
4.3.4.2
4.3.6.2
4.3.9.2
4.2.11.2
4.4.2.2 Between schema design implications
Within this category, there are ten design implications. These are summarised below (Table 4.9). Before this summary, a prose outline is given to indicate how the design implications could be used by film makers as a series of design choices at the between schema design implications level (as before, design implications are in italics, in brackets).
A key part of the film design process before the expense of shooting is incurred is to ensure that everything that will be on screen is causally linked, which makes for a more dramatic and readily assimilated experience (Ensure all 196 elements are causally linked). If elements are repeated, care needs to be taken to re-use these elements as they were used the first time, so bars of ice cream are not considered equivalent by viewers to ice creams in cones (Precise match repeated slot content). Film makers need to ensure that the actions a character takes fits their motivations for maximum clarity and dramatic impact (Fit characters actions and motivations) and that the goals of principal characters are clear at the points where they need to be in the film (Make characters goals clear). Film makers can benefit from running two schemas in parallel (Parallel schema reinforcement) and use the principle that things which are near at hand in the film world should be used for solving the protagonists problem (Nearness). In the final act, the viewer wishes to see the protagonist strive strongly to solve his or her problem, rather than the solution just seem to fall into his or her lap without effort this tends not to mimic life and is also dramatically unsatisfying (Strongly develop and outwork the protagonists intense exertion to solve his or her problem). Where the film maker wishes to point or avoid pointing to a particular element, care should be taken with close up shots (which is the primary shot used for pointing). Without close ups and repeated shots of an element, film makers may fail to communicate their intent to point to that element, especially if the object is itself schematic, such as a red cash box (Ensure that pointing is intentional and explicit). Repeating elements can be used to convey other information repeated behaviours of characters and the verbal utterances of characters that accompany these behaviours can be understood by viewers as representing an internalised model of behaviour that, in its very repetition, becomes a sufficient explanation for that behaviour: the viewer will understand from this repetition that the behaviour is habitual. In the same way, if a character repeats a behaviour that previously was successful, the viewer will infer that the behaviour is intrinsically successful across a range of situations and will expect the outcome to be the same, unless a reason is provided why this is not so (Verbal/visual repetition priming). Finally, though it can hardly be a recommendation, if viewers are merely exposed to repeated elements, then by the processes of repetition and habituation these elements are incorporated into the model of the film world of the viewer. Normally viewers will want some kind of explanation of the element at the end of the film or an 197 indication that this element is to be left as an unresolved issue (Repeated elements can be correctly interpreted at end of film).
Table 4.9 Design implications at the between schema level
Design implication
Explanation
Section
Use informational shots to avoid disconnections
Ensure elements are causally linked to schemas
Precise match repeated slot content
Fit characters actions, goals and motivations to aggregate schema
Parallel schema reinforcement
Strongly develop and outwork the protagonists intense exertion to solve his or her problem
Nearness
Verbal/visual repetition priming
Ensure that pointing is intentional and explicit
Repeated elements can be correctly interpreted at end of film
Informational shots such as of clocks can be used to fix together different shots and avoid disconnections
Have relevant elements causally linked with the schemas in, such that their removal would disrupt the story
If slot are being re-used, they must be repeated exactly, unless an intentional difference is intended
It is usually desirable that a characters actions, goals and motivations clearly fit an overarching schema for that character, otherwise it becomes difficult for viewers to understand what is going on
Similar or related schemas run in parallel with each other in time can reinforce each other
Film is an entertainment medium and drama adds to this, therefore the protagonist should have a high intensity to solve their serious problem, otherwise the film may lack drama
The solution to the protagonists problem must be nearby, otherwise it may seem too convenient and therefore unbelievable
Verbal or visual repetition can prime viewers to expect a repeat of a previous outcome
Viewers will interpret any close up, especially if accompanied with sonic information, as pointing by the director, drawing particular attention to the element
Repetition of elements can stand in for design clarity but it is better to design for clarity rather than trust in the effort after meaning (Bartlett, 1932)
4.3.4.2, 4.3.52
4,3,5,2
4.3.6.2
4.3.7.2, 4.3.8.2
4.3.9.2
4.3.9.2
4.3.10.2
4.3.10.2, 4.3.13.2
4.3.11.2
4.3.12.2
198 4.4.3 Further research
The current investigation has compared Ice Cream Dream to The Wrong Trousers (investigation two) in terms of structure, drawing also on viewers talk (investigation one) concerning Ice Cream Dream. As has been shown above, Ice Cream Dream is less structured than The Wrong Trousers, with much weaker causality. Two issues remain to be addressed. Firstly, investigation one presented findings from a viewers talk investigation on a neutrally rated film, Ice Cream Dream. What would viewers talk reveal about a highly rated film, The Wrong Trousers? It may be that the context of the viewers talk about Ice Cream Dream with the semi-structured interviewing, created a situation where some viewers may have been prompted to answer every question presented to them, despite attempts to avoid this danger (see section 2.2.5, above). A viewers talk investigation of The Wrong Trousers using a naturalistic and non- interview context would therefore seem suitable, to avoid this problem. Accordingly, it was decided to undertake an investigation of viewers talk on The Wrong Trousers, as presented on the Internet Movie Database (www.imdb.com). 199 Chapter 5. Investigation four viewers online talk on short film The Wrong Trousers
5.1 Introduction
5.1.1 Issues arising
The second investigation comprised a schematic analysis of The Wrong Trousers (investigation two, Chapter Three, above). Of interest was: what structures could be discerned, how do these structures map onto schema theory and what design implications could be identified. An important category that emerged from this second investigation and which was identified as a key structuring element in The Wrong Trousers consisted of mid level schemas called in this research, aggregate schemas. These are made up of nameable aggregates of actions. Twenty five such schemas were identified (two being re-interpretative schemas which re-interpret previously presented aggregate schemas by revealing new content). The structure of each act in the film was also delineated, with act one setting up the dramatic impetus of the film (the cash crisis and the subversion of the friendship between Wallace and Gromit by the penguin), act two revealing the penguins plan and act three comprising an all out chase with a hard won eventual victory by Wallace and Gromit. Twenty nine design implications were also identified.
There were two issues arising from the previous investigations. The first was that a viewers talk investigation of The Wrong Trousers might be expected to add valuable insights, supplementing the structural analysis undertaken in investigation two. The second was that a further interview based investigation would be subject to the concern about plausible reconstructions from investigation one (section 2.2.5, above), that asking participants to comment on a section of the film might prompt them to always offer a response, even if the section contained nothing of salience to them, despite the care taken to avoid this in investigation one. It was therefore decided to 200 undertake a naturalistic viewers talk investigation of The Wrong Trousers using online movie reviews. These might be expected to access viewers talk focused only on issues of high saliency.
5.1.2 Research questions
This investigation sought to answer three questions, as did the viewers talk investigation of Ice Cream Dream (investigation one, Chapter Two, above). The first question concerned the conceptual structures that might be reflected in viewers reports of film content experiences: what are the report structures that viewers use when they talk about film content? (research question one, section 2.4.6 above). The second question concerned the linkage of these report structures to schema theory: how do these report structures map onto schema theory (research question two, section 2.4.6 above). The third question related to the design of film content: can a set of design implications be developed from viewers talk findings? (research question three, section 2.4.6) above. A further question emerged during the analysis, how are causal elements from The Wrong Trousers identified during investigation two, reflected in the story summaries offered by users in their user comments?
5.2 Method
5.2.1 Design
The design was a qualitative investigation of online movie reports submitted to the Internet Movie Database (www.imdb.com), a site where movie viewers can submit their own movie user comments i.e., a Web 2.0 user generated content site. Web 2.0 sites have been used as research tools (e.g., Blythe and Cairns, 2009; Kittur, Lee and Kraut, 2009) and also, in a Masters investigation, to investigate genre and linguistic structure in online movie reviews (Charoenchasri, undated) and to quantitatively compare expert and novice reviews (Plucker, Kaufman, Temple and Qian, 2009). The investigation reported in this chapter was particularly focused on positive and negative talk, 201 since such talk has ramifications for design and links well with the issues identified in the previous investigations (investigations one, two and three). Since movie reviewers posted their comments online for anyone to read, there are no confidentiality issues and no ethical issues.
5.2.2 Participants
People who posted movie reviews on www.imdb.com will be called participants as well as users, though they were not formally invited to participate and were not aware that their public reviews were analysed. Participants comprised people who had submitted User Comments at www.imdb.com for members of the public to read. This was an opportunistic and self selected sample, since the participants had chosen to write and post to the site. Participants were not contacted for permission for their user comments to be used in this research project because the user comments were clearly intended to be public domain information. No demographic information about people submitting user comments was collected from the site. There was no indication that professional writers contribute to this site and the user comments analysed in the course of this research suggest that non- professional writers are producing the content. The site itself fosters this impression by calling the movie reviews, User Comments.
5.2.3 Materials
The Internet Movie Database (www.imdb.com) is one of the major online movie user comment sites (see http://www.imdb.com/help/show_leaf?history for material is this paragraph). The site started in 1990 when a series of Usenet bulletin board FAQs was made searchable via a set of Unix shell scripts in 1990, the site moving to commercial ownership by incorporation as a U.K. limited company in 1996. The site was purchased by Amazon in 1998. The site includes a detailed and searchable database of movie and movie user comments submitted by users. To vote or comment on a movie, users have to register. 202 The process for submitting a user comment is somewhat structured by the User Comment Guidelines and the Enter Comment data entry page (http://www.imdb.com/help/ show_leaf?commentsguidelines), that is to say, users do not have total liberty as to how they enter their user comments. Key points in the Guidelines include a specified minimum and maximum length of contribution (10 lines and 1,000 words respectively), a recommended length (200 to 500 words), a suggestion to focus on the movies content and context and a list of things that are not allowed, such as single word user comments. There is a warning that contributions not conforming to the guidelines may not be posted or may be edited for compliance. A review is shown in its entirety below (Figure 5.1, where the first column is the user comment, the next column the word count including the summary, the next column left intentionally blank and the final column the user reference number). Note that this review is taken from the collected corpus of data and the summary (cracking good summary) has been moved to facilitate the word count on the website this summary precedes the date of the review.
12 out of 12 people found the following comment useful :-, 4 September 2001
Author: Markc65 from Burbank, CA cracking good story The best film of the Wallace and Gromit trilogy, and one of the greatest films, period. Nick Park and the animators at Aardman are some true talents and gifted storytellers. Nick Park has made some great clay stop motion cartoons before, such as Creature Comforts, but with The Wrong Trousers he really topped himself. The technical aspects of the movie are amazing. The noirish lighting, the attention to detail, the small jokes in the background, the camera compositions and the fluid animation (it doesn't have that herky-jerky look of most clay animated films) are awe-inspiring by themselves, but combined with such a witty story and appealing characters the result is something that truly deserves to be called a classic. 122 35
Figure 5.1 Extract from user comment (user summary relocated)
203 At the Enter Comment page, the key points of the system are as follows. The system lists the users name (the first part of the email address) or the whole email at the users choice, as well as offering an optional box indicating the geographical location of the user, with this information available to readers of the user comment. Below this is a check box labelled, Contains spoiler. Users who submit a comment containing a spoiler (a comment that reveals something crucial in the movie) without clicking this checkbox to alert readers are blacklisted and all future comments are discarded automatically. The next box is identified as Summary (which has the appearance of a title in the final user comment, see in the first column in Figure 5.1, above), where users enter a summary of the movie. Below this is a drop down menu box listed, Vote (out of 10). Golden stars are used in the system as the visual record of scores from one to ten, in individual user comments. User comments with no stars are assumed in this research to have been processed with this box on its default setting of select i.e., unchecked by the user submitting the user comment. The system does not therefore force users to include a vote. The choice of ratings ranges from 1 (labelled as awful) to 10 (labelled as excellent). Following this box is the text entry box where users enter their comments, with a reminder of the minimum and maximum word lengths.
Beyond these structural elements, users are free to structure their comments as they please and do not have to supply a story summary or user comments. The ratings for movies are not generated solely by users who also write user comments: a considerable number of users who vote do not write user comments.
User comments for The Wrong Trousers and Ice Cream Dream were examined on 18 June 2007. For The Wrong Trousers there were a total of 69 user comments on the system on this date (65 usable comments, see below, section 5.2.4). This number of user comments was deemed sufficient for the corpus to be used for this research and the user comments were accordingly downloaded. There were five user comments for Ice Cream Dream and this was deemed insufficient for a research investigation and these user comments 204 were discarded from the investigation.
5.2.4 Data collection
The corpus was sorted on word length, with the longest comment first. This facilitated the identification of structure in user comments, thereby making the analysis more manageable. The first user comment was an outlier in terms of length (739 words long, compared to the next longest record of 389) and also content (it was written in an academic film studies style) and so was removed from the analysis. User comment number six was an outlier in terms of content, since it was written in a conspiracy theorist style and so was also removed from the analysis. Two user comments (numbers four and thirteen) were almost or actually identical to other user comments and so were removed from the analysis. Although removed from the analysis, the above user comments remain in the corpus, since at the time of access they were included on the website. All the online user comments were copied from the website into a word processing document. The user summary was relocated from above the line of stars, to below the line of stars (i.e., cracking good story in bold in Figure 5.1, above), to facilitate the inclusion of this summary in the word count. After cleaning up the corpus, 65 user comments remained
After computing the word count, the user comment was moved in its entirety into a unique cell in a document table. This strips out graphical elements included in the website, except for the stars which shows in graphical form the rating from each user, when these have been supplied. Each user comment was given a unique user reference number, shown in the right most column (Figure 5.1, above). This corresponded to its place in the listing of word count lengths (i.e., record one is the longest user comment). These sorted records form the textual corpus for this investigation of viewers talk for the movie, The Wrong Trousers. Note that the star ratings were not analysed in this research since not all users use them and the final ratings for the film (score of 8.3 out of 10) are calculated from a much larger number of responses, most of which omit user comments. 205 5.2.5 Data analysis
A natural structure was evident in the movie reviews for The Wrong Trousers. The reviews have what have been called here titles (what imdb call summaries) and a portion of the reviews had an identifiable film summary in the main body of the review. Therefore the categorical analysis was broken down into a number of tasks based on these structures, making the process more tractable. Word counts were first computed for each analysed record. Then the user summaries (which in appearance are represented at www.imdb.com as titles to the user comments, above the line of golden rating stars) were analysed. Inspection of the body of the user comments revealed that some users were offering a story summary in the body of their user comment. Therefore these story summaries were analysed, with the principle of theoretical sensitivity (Glaser, 1978) meaning that overt attention was paid to schematic elements, especially aggregate schemas and the issue of causality as identified from investigation two. Finally, the non-summary content that remained was analysed, paying particular attention to positive and negative talk.
5.3 Results and discussion
Results from the analysed comments are now reported for word count (section 5.3.1), analysis of user summaries above the text of the user comment (section 5.3.2), analysis of story summaries in the user content (including causality and aggregate schemas, section 5.3.3) and positive talk in the remaining non-summary content with design implications following (section 5.3.4). In reporting results, only the index number to each comment is used. Line numbers for each comment were not inserted because each comment was sufficiently short to make the use of line numbers an encumberance rather than an aid to clarity.
206 5.3.1 Word Count
Mean word count was 136 words. Range was 15 to 389.
5.3.2 User movie summaries
5.3.2.1 Identification
All 65 user comments had what www.imdb.com call summaries, these summaries appearing as titles to each comment on the website (to be distinguished from the story summaries proper that 21 users included in their comments, see section 5.3.3, below). Because these summaries are more like titles, they cannot be compared with the findings from investigation one on summaries.
A cut-off point of three coded user comments was used as a threshold for inclusion of the analytic results in the design implications section that follows (5.3.2.2, below). This removed all categories with three or fewer instances (categories TSPQUA; TSPW; TF;TCON; TQ). In addition, the general praise category was removed, since it consisted of comments which were not amenable to generating design implications, since they lacked content (e.g., a modern classic, user comment 39, category TGP). This generality of comment was also true of the category for other user summaries (e.g., More! More!, user comment 47, category TO), which were also removed. After these removals 17 user comments remained, in three categories (shown at the top of table 5.1, below, categories TSCP; TSPCHAR; TSPA), to potentially contribute to the identification of design implications.
The codes, definitions and frequency of these user summaries were tabulated. These are shown below (Table 5.1).
207 Table 5.1 Coding categories for user summaries (quotes uncorrected)
Category name and code
Definition (total number of instances of coded segments in category)
Specific Comparative Praise T-SCP
Specific Praise Characters T-SP- CHAR
Specific Praise Animation T-SP-A
General Praise T-GP
Specific film Qualified T-SP-QUA
Specific Praise Writing T-SP-W
Factual T-F
Continuity T-CON
Quote T-Q
Other T-O
Specific praise comparing film to other Aardman films or similar films, e.g., best Aardman film ever, comment 28 (7)
Specific praise focused on characters e.g., Wallace and Gromit at their top!, comment 29 (6)
Specific praise focused on the animation, e.g., Forget CGI. Claymation is the best!!!, comment 16 (4)
General praise e.g., Most Excellent!, comment 33 (31)
Praise qualified, #5 th Best Movie of all time, was it not for its painfully short running time, comment 15 (1)
Praise focused on the writing, e.g., You gotta love the writing, e.g., comment 69 (1)
A factual comment as a summary, e.g., the second Wallace and Gromit short film., comment 38 (3)
A summary focused on a continuity error, There is a goof in this short., comment 36 (1)
Quote/misquote used as summary, Its the wrong trousers Gromit, and theyve gone all wrong! comment 12 (1)
The specific praise category of user summaries focused on comparison (T SCP) indicates that praise can arise from comparison with similar films (seven instances), from the characters (six instances) or from the method of production (four instances). Two design implications arise. The first design implication is that film makers should understand that their film will be compared both with other similar films they have created and also with other similar films created 208 by other film makers. This may seem obvious but consideration of sequels to successful feature films suggests that this design implication has proved difficult to implement in practice. Part of the reason for this may be the difficulty in analysing and comparing films according to some pre-specified criteria or using an agreed method, since no such method currently exists. This research represents a first step in developing such a method and identifying potential criteria.
The second design implication arises from unique elements in the film special characters and production processes such as claymation (a total of ten instances, six for characters, four for claymation, a short hand for the type of animation used in The Wrong Trousers). The design implication here is to add distinctiveness to the film by making the characters unique and considering using a distinctive method of production carefully: claymation was viewed positively. It may seem that the number of instances at four for claymation is small, but this needs to be set against the salience of this item for the four users who put this item in a headline position in their user summaries, above all other issues in the film. The issue of animation arises again below (in section 5.3.4.4).
5.3.3 Story summaries in user comments
5.3.3.1 Identification
Twenty one user comments in the corpus contained a story summary of The Wrong Trousers. Of these, 17 were coded as causal summaries. Two of the remaining comments were coded as Summaries-Quasi, the other two comments were coded as Summaries-Other. Causal summaries are dealt with first, then the remaining two minor categories together.
In story summaries, the story is summarised in text within the user comments section (not in the Summaries box, already discussed above, section 5.3.2), that the user has chosen to enter in his or her user comment 209 without being prompted by the system. It is common for movie reviewers in professional film magazines to summarise the film it may be that the online users in the Internet Movie Database who offered story summaries were conforming to this perceived schema, since they were not forced by the www.imdb.com system to generate story summaries in the main body of their user comments.
Causal summaries surfaced through the iterative analysis. These summaries were structured by causal elements in the film elements which are causally integrated with each other to create the films story. So, from investigation two of The Wrong Trousers, there is a financial crisis, which leads in turn to Wallace seeking a lodger to gain rental income to deal with the financial crisis which in turn means that a robber has come into the household, and so on. This is how causality works through The Wrong Trousers, integrated around different aggregate schemas (see investigation two, Chapter Three, above).
Key elements in The Wrong Trousers had been identified from investigation two as a series of causally linked aggregate schemas (Chapter Three, above). In the current investigation, participants in their story summaries mentioned six elements (Birthday; Financial crisis; Lodger; Techno trousers; Robbery; Chase), two of which are not aggregate schemas but entities (Lodger and Techno trousers), the remaining four (Birthday, Financial crisis, Robbery and Chase) were identified as aggregate schemas (see Chapter Three, above). These four schemas and two elements will now be presented in tabular form, with the category name and code, the definitions of each code, an instance of each coded category and an indication of the number of instances (Table 5.2, below), placed in their chronological occurrence in the film. As with story summaries in investigation one, users kept to a core description, though with greater variability in their descriptions in this investigation, probably due to the fact that users were offering summaries without being asked to do so point by point as in investigation one (section 2.3.2, above). It may also be that in writing their story summaries users were not necessarily conforming to a full schema for summary (a full summary would imply identifying all of the key 210 causal elements and the end of the film). Such a full summary would be excluded by the modified schema of a summary presented to a potential viewer of the film who didnt already know the ending. In investigation one, this modified schema wouldnt have been in play, since the investigator watched the film with participants and participants were fully aware that he knew the ending of the film.
Table 5.2 Coding categories for story summaries
Schemas, elements and codes
Definition (total number of instances of coded segments)
Summary mentions Robbery, e.g., stealing the trousers for a robbery., comment 15 (10)
Summary mentions Chase, e.g., a hilarious chase on little trains is the result., comment 2 (6)
Since all the users mentioned the main protagonists, Wallace and Gromit (whether in the story summary or elsewhere in the user comment) instances of Wallace and Gromit were not coded. This analysis of the story summaries reported here reveals the saliency of six elements (four aggregate schemas and two entities) of high causality in the film. Summaries in user comments were often couched in emotive terms, as some of the extracts (Table 5.2, above) reveal implying that people posting user comments were emotionally engaged with what happened to the characters.
211 Before giving an example of a story summary in a user comment, a causal summary of these six elements in The Wrong Trousers is given, to illustrate causality. From these six elements, key causal moments in the film can be reconstituted. In The Wrong Trousers, the birthday (Birthday) via the techno trousers (Techno trousers) initiates the financial crisis (Financial crisis), which brings the penguin into the house (Lodger), to use the techno trousers (Techno trousers) for a robbery (Robbery), resulting in a final chase (Chase). This presentation of aggregate schemas and non-aggregate schema elements results in a recognisable sequence of causally connected events that can be identified as describing the film, The Wrong Trousers. It will be noted that this causal summary excludes the end of the film, with the subsequent resolution of the financial crisis this exclusion may be due to the social convention in the industrialised nations of not revealing the end of a movie. An example of a user comment coded as belonging to this Causal Summary category, with five of the six elements (omitting Chase) is as follows:
Gromit receives an extraordinary birthday present- a pair of ex- NASA, giant mechanical trousers! But the pair have hit hard times financially, with large bills to pay and so the only solution, seemingly, is to hire out a lodger. Enter a small tiny penguin, the biggest menace of such a creature to hit a screen since Batman, a seemingly innocent guy who is kind to Wallace and forces poor Gromit out the way. But his real plans are far more sinister: he means to pull off a diamond heist from a local museum and use Wallace and his extraordinary trousers to do it. Gromit discovers this while snooping around, and sets out to stop it. (comment 7)
Also, in real story summaries certain details may be forgotten or not mentioned and causality may not be overtly expressed but latent, revealing itself in the fact that only those salient schemas and elements are reported that enable the causality of the film to be reconstituted. The presence or absence of the warning, Spoiler that www.imdb.com advocates inserting if the end is revealed is unrelated to this phenomenon there were only two instances of the use of the Spoiler warning in user story summaries. In fact none of these summaries revealed the end of the movie, either the successful resolution of the financial crisis or the capture of the lodger. Also, by familiarity with the 212 conventions of childrens films, writers of user comments will know that readers will infer that the movie has a happy ending, so may not have mentioned the ending because of this inference, as well as the desire to conform to the convention of not revealing the ending already mentioned.
Some aggregate schemas identified in investigation two (Chapter Three, above) are not mentioned in these summaries. It might be expected that a story summary, with its emphasis on a brief outline of the film, would omit commonplace material (breakfast, getting ready in the morning) or material that requires a great deal of additional explanation that may not be central to the causality outlined in the previous paragraph (for example, when Gromit leaves home). High saliency events may not be remembered or not reported because they are not central to the causality of the film this would imply that causality is more important to remembering or reporting film content than high saliency on its own (high saliency as might be prompted by visually interesting or emotionally dramatic elements).
As well as coding on causal elements in story summaries, individual user comments were also coded on the number of mentions of each causal element, so see if any patterning was evident. Of the user comments citing six, five and four causal elements, each user cited the same elements as the others in the same group. Of the user comments citing one, two or three causal elements, users varied as to which causal element they did not mention, with Birthday in particular (five instances) not being mentioned in user comments once these user comments had four or fewer aggregate schemas or non schema entities. There was no other tendency to drop certain elements, though a larger sample might reveal some regularities as to which elements survive as the number of elements cited in a story summary diminishes. This data is shown below (Table 5.3). Causality by definition cannot be found in a single element but single elements are included here to give the reader a visual insight into the patterning in the data.
213 Table 5.3 User comments citing causal elements in story summaries
Birthday B
Financial Crisis FC
Lodger L
Techno trousers TT
Robbery R
Chase C
4
4
4
4
4
4
1
1
1
1
1
3
3
3
3
3
4
3
1
1
2
3
2
2
2
1
5
13
16
13
11
7
Number of user comments
4
1
3
4
4
1
There were four other user comments, in two categories (coded as Summaries-Quasi, Summaries-Other). The category coded as Summaries- Quasi (two user comments) consisted of summaries where users presented causal elements in a non causal manner:
This tale involves a rogue penguin with an evil plan involving Wallace and Gromit and his inventions (comment 34)
The category Summaries-Other (two user comments) consisted of summaries where the user addresses the reader directly and mentions causal elements impressionistically. The following extract demonstrates this:
Imagine A moon of cheese A penguin disguised as a'rooster' only to steal a diamond Imagine a dog named GROMIT who reads `the republic by Pluto' and CRIME AND PUNISHMENT By DOG-STOIEVSKY! (comment 45)
These two categories formed minority groupings and were deemed insufficient to use to identify any design implications. The design implications that follow are therefore drawn from the story summaries in the user comments 214 where these story summaries were presented in causally linked form i.e., conforming in some measure to the schema of a summary.
5.3.3.2 Design implications
The first two design implications relate to causality as it pertains to the fate of the main characters. Since verbal summaries of films could potentially be a key component in people recommending a film to their friends, then (if the written summaries used in this research function in the same way as verbal summaries) the first implication is that film makers need to think early on the film creation process about how viewers may report the film to their friends. This implies creating a limited number of memorable and strongly causally connected aggregate schemas, with distinctive main characters and antagonist(s) in the film. The second design implication is to ensure that these causally linked aggregate schemas are emotionally linked to the outworking destinies of the characters viewers do not describe filmic events as dispassionate happenings but rather in terms of what they mean for the characters, therefore the film should be so structured that each aggregate schema impacts on the characters. So, for instance, the receiving of the techno trousers by Gromit is not a neutral or even pleasant event but is presented as being highly fear inducing, potentially arousing concern for Gromit.
The third design implication is linked to the choice of causal elements mentioned in the story summaries. As already indicated above, there is no clear patterning and so no opportunity to identify any underlying processes. There seems a slight tendency for the selection of elements to focus on elements two through to five (Financial crisis through to Robbery). It may be that causal element one (Birthday), mentioned in five of the seventeen story summaries, represents a weaker causal link than these other elements. With user comments containing four causal elements or less, the birthday consistently is not mentioned. It may be that because birthdays are relatively common and in this case the birthday present of the techno trousers so uncommon that the birthday (a very short sequence in the film) becomes the 215 first causal element to drop out in this dataset from the story summaries. Additionally, the birthday is only incidentally important as the context for the gift of the Techno trousers (mentioned in thirteen comments), a further possible explanation as to why Gromits birthday ceases to be mentioned once the number of casual elements mentioned in story summaries dropped to three or less. In The Wrong Trousers the birthday initiates the financial crisis but a financial crisis can in fact be initiated in other ways, so one user comment indicates that Wallacelovescreating bizarre machines but sadly, they are unable to provide him with much of an income (comment three), which is a plausible but erroneous explanation for the financial crisis (a number of users made such erroneous explanations for the existence of the financial crisis). By contrast, the lodger (mentioned in sixteen of the seventeen story summaries) is only likely to be brought into the house because of some pressing financial need, since the other plausible explanation that Wallace is lonely is precluded by the fact that Gromit Wallaces friend lives with him in the same house. Therefore lodger is more strongly causally connected than birthday, because there is only one plausible explanation for lodger, with this explanation matching what actually happens in the film. The chase sequence was not mentioned in ten of the story summaries in user comments, but it is not clear what this means, since this did not seem to happen in a regular manner (see Table 5.3, above). This might be explained by the key position of the robbery, with the robbery as the key explanation for most of what has gone before in the film. It is therefore strongly causal for the bulk of the film. Viewers schematically know that there is often a getaway chase after a robbery, therefore this chase is not as strongly causal or distinctive as the robbery. Once the robbery has been mentioned it may therefore not be necessary to mention the chase. Alternatively, as previously mentioned, it is difficult for a chase consisting of a multitude of fast events to be sufficiently different from other chases, meaning that some users may forgot it (but see below, section 5.3.4.5).
Breakfast fails to appear in any of the story summaries in real life breakfast is only weakly associated with birthday as the venue for initial birthday greetings and possibly, as in The Wrong Trousers, with reception of birthday 216 cards and presents. In real life, presents and cards may temporally be given before or after breakfast, there seems therefore no necessary link between birthday and breakfast.
5.3.4 Positive talk in material which is not a story summary
5.3.4.1 Identification
Unlike investigation one, where all segments were coded, in this section of the investigation only positive and negative talk was coded and analysed, so as to facilitate the focus on material that might have direct and immediate relevance to issues of good design and viewer enjoyment. Similar to investigation one, segments coded as positive had to demonstrate overt positive comment in relation to The Wrong Trousers. Additional criteria relevant to this investigation included the requirement for specific comment on the film content (a comment such as, Great film! would be excluded, a comment such as Great animation! would be included, since it relates to an element of the film, even though in relation to that element it is still general). Overt comments on the film makers were excluded, since this investigation is focused on the in-film content. Negative talk was also considered but insufficient instances were found to form a viable category.
Once the categories had been identified, inclusion criteria for analysis was membership of primary categories as defined by size of category (included were Story with 32 instances; Laughter with 29 instances; Animation with 25 instances, Chase with 11 instances). Items with ten or less instances were excluded.
5.3.4.2 Positive talk on Story
Since in the extracts no distinction was observable between story and plot, the two were coded as belonging to the story category. There were 32 coded segments, from 26 users in this category. One segment was coded as 217 visual storytelling but was folded into this category, since visual storytelling is guided by the script, which encapsulates the story (a well written script making it difficult for the director to present the material in any other way than that intended by the script writer). Of these coded segments, three primary clusters of ten, eight and six segments were identified (other segments were either unclustered or had only two or three segments for the 26 users and so were excluded). The first cluster in this category was focused on general praise for the story, with synonyms such as great story, great plot (ten segments, ten users). The second cluster was focused on enjoyment (eight segments, seven users), with synonyms such as entertaining and witty. The final cluster in this category was focused on engagement (six segments, six users), with synonyms such as most engaging and interesting. Viewers comments are linked in the story explicitly to their reported emotional reactions. This suggests an overarching schema for a good story but further research is needed to determine what good story might be and how to operationalise it in design terms (see 6.5, below).
5.3.4.3 Positive talk on laughter
There were 29 coded segments, from 26 users in this category. Of these coded segments, one primary cluster for laughter of 18 segments (sixteen users) was identified (all other segments did not result in any group with three in it, so were excluded). There was therefore only one cluster in this category, consisting of laughter, with synonyms such as laughed, plenty of laughs and very funny. These viewers comments refer to an observable aggregate reaction to the film. Since this research has not explicitly explored humour, nothing more can be said about this.
5.3.4.4 Animation
There were 25 coded segments, from 24 users in this category. The primary cluster within this category consisted of general high praise for the animation, such as fantastic or slightly expanded general high praise flawless in 218 movement (13 segments, 13 users), where the praise is more specified. The next cluster of comments within the animation category consisted of moderate praise referencing the work of the film maker in the films content, such as attention to detail amazing or lot of time and effort (six instances, six users). The next cluster were comparative to other films, such as far superior or greatly improved (five instances, five users). The final cluster related to the animation as it pertained to the characters, such as character animation wonderful (four instances, four users). This category of viewers talk therefore includes specific praise, giving an indication of some of the dimensions of praise worthy animation, such as attention to detail.
5.3.4.5 Positive talk on Chase
There were 11 coded segments, from 10 users in this category. It was not possible to identify clear clustering, with the segments varying from general praise (hilarious) to comparative (best chase ever seen) to inferred praise (THAT scene, user 52). This material is similar to chase in story summaries, above (section 5.3.3).
5.3.4.6 Design implications
The first design implication from this section of remaining material after the story summaries is drawn from the material on story and laughter, which is to make the film humorous, if it is a intended to be a humorous film. This may seem obvious yet this design implication does not always successfully manifest itself in commercial movies. In fact, this research suggests that intense novelty in schema slots can make for humour, constrained by realism within the films storyworld and facilitated by familiar schemas (investigation two, Chapter Three, above). Further research is needed (see below, section 6.5)
The second design implication from animation is to make the film engaging by generating interest. This research (investigations one, two and 219 three) suggests that the way to do this is to have familiar schemas with novel content, in the context of strong emotional prompting. Using less familiar schemas with common content does not, within the context of the films studied in this research, seem effective (investigation one, Chapter Two, above).
The third design implication from animation is that if the film maker chooses a distinctive production method (e.g., claymation) they need to pay great attention to detail in the production, since a distinctive production method focuses attentional resources on this method, so it needs to impress viewers if it is to be successfully integrated into a positive comment about the film. Due to The Wrong Trousers viewers knowledge of the technique and its accessibility, since anyone with a video camera or mobile telephone with video camera can produce simple stop motion animations the technique becomes part of the publicity for the film, its backstory, with the difference between professional stop motion and a viewers use of a video camera in the home offering the opportunity to create a sense of amazement, as expressed by viewers in this investigation. This design implication suggests that all production techniques may not therefore be equal.
A fourth design implication, also from animation, is that if the film maker chooses a distinctive production method the allocation of attentional resources to this production method may increase the viewers tendency to compare the current movie with other similar movies, whether produced by the same film maker or others. Therefore the film maker needs to have metrics or some other method of reasonable comparison, rather than just opinion or artistic hope, in considering their film in relation to other similar films (see section 6.5, below).
The final design implication is from chase. The film The Wrong Trousers shows that it is possible to create a schematic film sequence and yet to make it stand out for some viewers. This is done by including extreme novelty (investigation two, Chapter Three, above), making the sequence distinctive from other similar exemplars seen in other films. So, for instance, the chase in The Wrong Trousers takes place indoors, on a toy train set, with humorous 220 distortions of time and space, the mechanics of these distortions concealed by the speed-hide principle (investigation two, Chapter Three, above).
The design implications for positive talk are now summarised. After naming the design implication, an explanation is given, followed by an indication of where in this chapter the design implication is mentioned.
Table 5.4 Design implication of positive talk
Design implication
Explanation
Section
Prepare for comparison by analysing in advance
Make film distinctive (characters, mode of production)
Create the film with strong causality for good word of mouth
Create the film with emotional causality for good word of mouth
Create a humorous film to be humorous
Make the film interesting
For schematic fast action chases, use extreme novelty
From user summaries, film makers should analyse their film against other similar films to ensure that it achieves a quality threshold
From user summaries and non-story summaries, animation cluster, film makers should analyse their film against other similar films to ensure that characters are distinctive, also for mode of production (if used)
From story summaries, film makers should analyse their film for strong causality between aggregate schemas, to ensure memorisability and good word of mouth
From story summaries and non-story summary material, film makers should analyse their film for emotional causality between aggregate schemas, to ensure memorisability and good word of mouth
From non-story summary material, story and laughter clusters, film makers should ensure that their humorous film is humorous
From non-story summary material, story cluster, film makers should ensure that their film is interesting
From non-story summary material, chase cluster, film makers should use extreme novelty in their chase sequences to ensure memorisability
5.3.2
5.3.2; 5.3.4.4
5.3.3
5.3.3; 5.3.4
5.3.4.2; 5.3.4.3
5.3.4.2
5.3.4.5
5.3.4.7 Conclusions and future research
This investigation has indicated that people do seem to have schemas for 221 elements such as story, but that typically in reporting elements in relation to story, only a top level reference to the schema was given, such as great story, with no indication of what the slot content (VanLehn, 1989) might be the very issue that would link this investigation strongly to investigation two except that enjoyment and engagement are linked (section 5.3.4.2, above) with laughter probably linked as well (section 5.3.4.2, above). Because of the high level reporting in the movie reviews it is not possible to examine the building of the situation model (e.g., Graesser et al., 1994) or how schemas are being deployed, except that such high levels may comprise parts of Bordwells evaluative schema (Bordwell, 1985). The material on story summary (summary proper, section 5.3.3, above) seems strongly structured on causality, with the key causal elements being internally coherent and externally distinctive (Abelson, 1981, p. 726), thereby fostering good breakpoints (e.g., Zacks et al., 2009; Tversky et al., 2002) structured by causal events (Schwan and Garsoffky, 2004), with a strong skeleton (Figa and Tarau, 2003). Investigation one had revealed that participants could summarise the film Ice Cream Dream but that their talk largely failed to focus on story but focused rather on trivial on-screen elements and events that were perceived as problematic. The case study in good structure in The Wrong Trousers (investigation two, above) suggested that good structure is schematic, offering an explanation for some of the problems with the Ice Cream Dream content reported in the first investigation. Investigation two also developed the method of schematic analysis, identifying the strong structuring by means of aggregate schemas and re-interpretative schemas in The Wrong Trousers. To balance the research findings from this highly rated film, the overall neutrally rated Ice Cream Dream was schematically analysed (investigation three). This analysis revealed a strong structural contrast to The Wrong Trousers (investigation two), with Ice Cream Dream being weakly structured with unconnected elements, this finding supplementing the findings from the first investigation that revealed the problems that participants had with some of the content of that film. The fourth investigation of online movie reviews of The Wrong Trousers (the investigation reported in this chapter) confirmed the power of schematic analysis in relation to issues of causality (causality being explored in 222 investigations two and three), particularly in relation to summaries.
The main limitation of this investigation is the high level and general identification of what a good story is or could be, in commercially successful films. It should prove possible to cross reference the qualitative assessment of a series of films in online movie reviews with a structural analysis of the same films, to identify structurally what the slots for good story could be.
This investigation forms the concluding investigation for this research. Items for future research are therefore covered in the following chapter, along with items for further research arising from all the research detailed in this thesis (Chapter Six, following).
223 Chapter 6. Summary and conclusions
6.1 Introduction
The objective of the thesis was to investigate whether schema theory could have value for developing a research approach to film content and for developing design implications for film content. In what follows, the thesis is first summarised (section 6.2, below), as the context for the research contribution. After that, the thesis contribution in the area of the methodologies developed in this thesis for film research is discussed (section 6.3). The chapter then discusses the results contribution to film studies and film design, under the component parts of design implications and insights into the use of schema theory to study film reports and film content (section 6.4). Then the higher level contributions of the research and limitations at this level are discussed, with further research suggested to address these limitations (section 6.5), followed by a general conclusion (section 6.6).
6.2 Summary of thesis
Chapter One reviewed the issues that informed this research. The first issue related to research moving into areas such as fun and entertainment, creating the need for new research insights and design approaches to film based on rich approaches (e.g., McCarthy and Wright, 2004). Film experiences were then identified as suitable entertainment experiences to research. The second issue was the changing context of film, with such drivers as the development of ubiquitous devices and ubiquitous content, growth in user generated content such as short films and the convergence of digital entertainment content such as film delivered wherever and whenever the user wants it, making film more available in many more formats. These two issues suggested the importance of finding an integrating framework for researching film experiences. Literature on philosophical approaches to experiences, cognitive approaches to film (a minority position in film studies) and narratological approaches (including Aristotles influential work) were then reviewed, identifying patterns as 224 important organising elements, with schema theory having influence. Schema theory (e.g., Bartlett, 1932; Bordwell, 1985), with its roots in cognitive psychology and flexible architecture, offered the opportunity to integrate rich descriptions of film experiences with psychologically based understandings of viewers reports of film experiences and film content, an opportunity as yet unrealised by existing schema based accounts (e.g., Bordwell, 1985). It also offered the potential to identify design implications for film creators. Despite this rich potential, there has been little empirical work in applying schema theory to issues of film research and film design. The research reported in this thesis addresses this lack by using schema theory to investigate viewers reports and film structure, for two short films.
Chapter Two (investigation one) presented an investigation of ten viewers reports on the short film, Ice Cream Dream (a film that viewers rated overall as neutral for enjoyment). The analysis was driven by the viewers talk data, with iterative bottom up analysis of viewers talk into categories being interactively structured by categories based on schema theory. The process revealed that schema theory can be powerful in understanding viewers talk on film experiences. The content of the viewers reports suggested that they were accessing schematic elements of the film, building an ongoing understanding of the film as it unfolded and that they were using a schema of a summary for summarising the film (e.g., Graesser et al., 2002; Graesser et al., 1994; Bartlett 1932; Bordwell, 1985). Some sequences of the film were described as particularly schematic, such as dreams (revealing how the reported experience can spread beyond the start and end of a sequence in the media, McCarthy and Wright, 2004). The investigation also revealed the importance of usability issues, with unclear on-screen elements, for example, reported as disrupting the experience of the film. This investigation also identified a number of film design implications. These were focused on the need for clarity to avoid cognitive disruption, the fact that viewers invested all content with meaning, the value of choosing prototypical instantiations of schemas with interesting slot content and the possibility of prompting deeper experiences by presenting a weaker version of a later stronger experiential prompt (i.e., a piece of film 225 content that prompts experiences). The need for film content designers to be more reflexive and aware of the viewer and also to be aware of research based approaches that might contribute to film design was highlighted as a consequence of these findings. This investigation also indicated the need for a second investigation to research film structure and consider story and other film elements not mentioned by viewers in this first investigation. It was therefore decided to investigate the structure of a highly rated short film, as opposed to the neutrally rated film used in this first investigation, with the expectation that this second film would act as a case study in effective film structure.
Chapter Three (investigation two) detailed a structural analysis of the Oscar TM winning short film The Wrong Trousers. This investigation developed a new and systematic analytic approach to film analysis focused on schemas, involving a factual logging of the film content and an identification of schemas in the film from this logging. The analysis was driven by the films content, with iterative bottom up analysis of the films content being interactively structured by categories drawing on schema theory. This process revealed the power of schema theory in understanding film structure for a highly rated film and for identifying design implications. Two new categories of schema emerged from this investigation as important due to their structuring effects on the film: these were named in this research, aggregate schemas (which may be more flexible structures than scripts, Abelson, 1981) and re-interpretative schemas. The Wrong Trousers was typified by common aggregate schemas with high novelty slot content, with important questions about the fate of characters set up in the first act and then answered in the last act. The middle act included major reinterpretations of earlier aggregate schemas. Each schema was internally coherent and externally distinctive (Abelson, 1981. p. 726), with clear causal structure and therefore wholeness (e.g., Aristotle in Bywater, 1920/1929; see also Schwan and Garsoffky, 2004). All the schemas in the film were strongly causally linked together. Twenty-nine detailed design implications were identified from this investigation, focused on within and between schema levels. This structural analysis of a successful film in the 226 context of the development of a method of schematically analysing film content suggested that a similar analysis of Ice Cream Dream as a third investigation might reveal why that film was neutrally rated, by identifying problems with its construction. The viewers talk from investigation one focused largely on problematic yet, in story terms, trivial issues to do with lack of clarity about on screen elements, objects and meanings. Since this investigation was focused on a highly rated film with a strongly interconnected structure (e.g., Figa and Tarau, 2003) focused on schemas, schematic analysis of Ice Cream Dream was undertaken, to see if structural issues in that film reflected some of the problems that participants in investigation one reported.
Chapter Four (investigation three) therefore presented a structural analysis of the short film Ice Cream Dream. The film structure was analysed using the method of systematic schematic structural analysis developed in the previous investigation (Chapter Three), linking with the issues identified in the first investigation (Chapter Two). The analysis was again driven by the films content, with iterative bottom up analysis of the films structure being interactively structured by categories based on schema theory. As before, the process revealed the power of schema theory in understanding film structure, this time for a film which was neutrally rated. The analysis revealed structural problems with the film, which linked to issues identified by participants in investigation one. The film was typified by poorly integrated aggregate schemas. The film also contained elements which were not aggregate schemas, which were not causally linked to the developing film story and which may have interfering with the building of a situation model (contra Graesser et al., 2002; Graesser et al., 1994; Bordwell, 1985). Additionally, the aggregate schemas were somewhat uncommon in their instantiations, yet used non-novel slot content. This suggested two potential problems for viewers: firstly, a difficulty in immediately identifying the schema currently in play and then, secondly, a deficit of enjoyment due to the non-novel slot content. The investigation identified nineteen detailed design implications, focused on within and between schema levels. The use of schemas with strong causality, choice of best instantiation for schemas and the linkage of these schemas to the 227 universal story structure were identified as areas of particular failings in Ice Cream Dream. The remedy for each of these failings was listed, to illustrate effective film structure. This investigation suggested that a naturalistic viewers talk investigation of The Wrong Trousers as a fourth investigation would supply valuable insights by revealing elements of salience for viewers, unmediated by possible influence from questions from an investigator.
Chapter Five (investigation four) detailed an analysis of 65 movie reviews of The Wrong Trousers hosted on an influential internet movie review site, a source of peoples talk already used, for example, to study word of mouth phenomenon (Brown, Broderick and Lee, 2007) and rhetorical moves and genre in 25 newsgroup movie reviews (Charoenchasri, undated). The method of analysis, as with the first investigation of viewers talk (Chapter Two, above) was systematic and driven by the data. Iterative bottom up analysis of viewers talk into categories was interactively structured by categories based on schema theory, as well as the structuring that was discernable in the movie reviews themselves. In this new dataset of viewers talk, schema theory was again powerful in understanding viewers talk on film experiences, with these viewers commenting positively on story and some of the major elements such as the chase. This was in contrast to viewers in investigation one who tended to comment on problematic elements in the film rather than story. Additionally, viewers talk in this investigation was readily linkable to the findings from investigation two, with the identification of aggregate schemas and re-interpretative schemas from investigation two facilitating the logging of causal elements in story structures in investigation four. Investigation four revealed that reviewers (viewers) in their user summaries (titles to the reviews) praised the film on its characters and on the specific mode of animation (claymation). It also revealed that viewers engaged in a process of comparing the film with other similar films, which may represent an underlying comparison of story schemas for good story compared to actual film content across a range of films. Analysis revealed that story summaries were causally structured around particularly salient aggregate schemas. Non-summary material was analysed for positive talk, which coalesced around talk about the 228 films story, laughter (as a personal experience), the animation and the chase in the film. This investigation suggested nine film design implications, including that film creators understand the comparison judgment principles that viewers use. This process of comparison in turn indicates the value of a research based method of film analysis and design as developed in this research, for assessing comparable films and creating new ones. The investigation also identified that claymation creates positive talk, that aggregate schemas should be strongly causally linked for effective summaries (and, by implication, effective word of mouth reports to friends) and that aggregate schemas should not be neutral in their effects on characters but should rather have strongly positive or negative impacts.
6.3 Methodological Contribution
This thesis has contributed in the area of methodology in three ways. The first contribution concerns the examination of cognitive phenomenon in viewers reports of film experiences, by means of prompted recollection in semi-structured interviews (section 6.3.1, below). The second contribution concerns the development of a new method of analysing film structure schematically (6.3.2, below). The third contribution concerns the use of online movie reviews to gain cognitive insights into viewers reports of film experiences (6.3.3, below), as opposed to existing studies such as linguistic phenomenon (Charoenchasri, undated).
6.3.1 Semi-structured interviewing, with recollection prompted by content
Interviewing prompted by content was used in investigation one (Chapter Two, above). This approach is novel because, as indicated above (Chapter One, above), there has been little work investigating the psychology of film experiences at a mid-level of granularity higher than perception or film editing. If implemented with care to avoid plausible reconstructions, content prompted interviews offer the possibility of accessing meaningful viewers talk about a film, temporally close to the initial viewing of the film. A particular advantage 229 is the opportunity to talk to viewers in detail about their experiences of the film, on a scene by scene or shot by shot basis. This represents a bottom-up approach to data, with factual coding leading to categories interactively in consideration with a range of schemas. The method is also portable and not technically demanding, making it suitable for a range of stakeholders interested in researching or designing film content. A possible disadvantage with all after the event methods of investigation is that some doubt must remain as to the linkage of the reports to the real time experiences during the watching of the film. This method was productive in its use of schema theory to gain insights into viewers talk. Viewers talk retains its value in research on film, since such research is focused on this talk and not on film experiences claimed by people as such; also, a viewer may talk about films to his or her friends and may therefore make plausible reconstructions in their account (see investigation four, Chapter Five, above).
6.3.2 New method of analysing film structure schematically
From investigations two and three (Chapter Three and Five), this thesis has developed and detailed a new method of systematic schematic analysis. Given that current approaches to film content are focused largely on descriptive or politicised approaches, schematic analysis offers the potential to produce descriptions that are cognitively well founded, with clear film design implications and a productive research programme. Again, this method is driven by the data, with a thorough bottom up analysis at the shot level of film content being iteratively structured into clusters based on schema theory at higher levels of granularity. The method again indicated the power of schema theory, this time in the context of understanding film structure. A challenge in using this method of analysis is the time consuming nature of the logging of the films content, with the requirement for shot accurate logging for the entire film. Since aggregate schemas are high level organising schemas if further schematic analysis of other films confirms the importance of these schemas it may prove possible to develop a cut-down version of the analytic approach. This would involve the analyst identifying the aggregate schemas in play 230 throughout the film (which does not require total shot logging), with shot content logged only at the points of transition between schemas, to ensure the correct identification of the start and end of the schema in play. Formal analytic protocols covering a range of types of film (and potentially other entertainment content) beyond the family films used in this research could then be developed, resulting in a Schematic Structures Analysis Method (SSAM, see section 6.5, below). Researchers could use this method as a cognitively based and agreed approach to film research, which could result in studies of films of interest both to academics and commercial film makers. Film makers, including scriptwriters and directors, could use the method to study films similar to the film they are creating, to provide objective comparative data in advance of production, rather than using focus groups and re-shooting scenes after production is completed (as is currently the case). An advantage of schematic analysis as detailed in this thesis is that it requires little in the way of specialist skills, apart from the learned ability to log content as it appears on a shot by shot basis when needed, rather than erroneously anticipating content which completes the schema before that content has been presented. Such a method should have potential to develop viable research programmes and to result in insightful and well founded design implications.
6.3.3 Use of online movie reviews
The final viewers talk investigation (investigation four, Chapter Four) used online movie reviews as a naturalistic alternative to face to face investigations where the investigator was present and asking questions by means of prompting content. Use of online reviews, as identifying material for analysis of cognitive features focused on schemas (as opposed to other purposes, see above, section 6.2), is novel. Again, this method is driven by the data, with a thorough bottom up analysis of viewers talk being iteratively structured into clusters based on schema theory. The method indicated the power of schema theory in understanding viewers talk, in the different context to the first investigation, of online movie reviews. The investigation formed a comprehensive analysis of a corpora of 65 reviews on one film, The Wrong 231 Trousers. Reviews of other similar films, especially work by the same director, can deepen and extend these findings (as can research on other types of films), offering the opportunity for reaching theoretical saturation on issues of saliency as reported by online reviewers. The method also offers the potential to take particular questions such as what constitutes an effective story twist in a film? and investigate large datasets of viewers reports on this issue. This would lead to cognitively well founded and theoretically saturated explanations and design implications related to such questions.
6.4 Results contribution
The cognitive analysis of film based on schema theory as detailed in this thesis has been shown to produce a number of outputs. The first output has been a well founded and detailed series of design implications which give insight into the use of schemas. These design implications are now summarised (see 6.4.1, below). Following that (section 6.4.2, below), insights into the use of schemas for film from this research are summarised.
6.4.1 Film design implications for a schema based approach
The design implications for a schema based design approach to film content fall into four categories. The first category relates to the professional design practice of film makers (section 6.4.1.1, below). Then design implications at the level of the whole film are considered (section 6.4.1.2), followed by design implications at the between schemas level (section 6.4.1.3, below). Finally, design implications at the within schema level (section 6.4.1.4, below) are considered.
6.4.1.1 Design practice of film content creators
The first set of design implications identified in this thesis can be grouped as focusing on film makers and their attitudes to their professional film design practice. These implications represent a challenge to the prevailing film ethos 232 of individual vision and self expression, often focused on one powerful film director or producer (apart from that, film is necessarily a team effort). There is no reason why a research based approach should constrain individual vision and self expression, rather vision and self expression will be better founded by being based on research based understandings of how viewers respond to films and how films may be effectively structured. These are summarised below (Table 6.1).
Table 6.1 Film designer attitudes
Design implication
Comment
Film content designers to be more reflexive and aware of users
Film content designers to be more aware of contributing research
Prepare for comparison by analysing in advance
This is the first general attitude that film designers should manifest, from Chapter Two. It offers the opportunity to integrate the self expression and individual vision of film makers with an awareness of viewers responses
This is the second general attitude that film designers should manifest, from Chapter Two. It offers the opportunity for film makers to develop a more empirically grounded view of viewers
This is the third general attitude that film designers should manifest, from Chapter Five. It integrates the above two items, suggesting the use of a method of analysis that integrates viewers responses and extant research
6.4.1.2 Design implications whole film
The second set of design implications identified is this thesis can be grouped as focusing on the whole film i.e., at a high level of granularity. These are shown below (Table 6.2).
233 Table 6.2 Whole film design implications
Design implication
Explanation
Make film distinctive (characters, mode of production)
Create the film with strong causality
Create the film with emotional impact
Create a humorous film to be humorous
Make the film interesting
Film makers will benefit by making their films distinctive as to characters and modes of production, from Chapter Five. This implies a clinical consideration of these issues at the start of the movie making process, saving money early on and starting down the road to a successful film
Commercial film making involves creative teamwork, often late on, with viewer screen tests and reshooting and reediting as needed. Creating the film from the outset with strong causality, from Chapter Five, with all elements causally linked, from Chapter Four, will not only provide a readily accessible cognitive experience but may materially increase the resultant word of mouth of impact on other people
Chapter Five suggests that causality alone is not enough. Causality should impinge strongly on the characters in the film, thereby prompting strong emotions, for example, jeopardy. Ensuring this may increase processing and enjoyment, resulting in better word of mouth. A method such as SADM could identify protocols to improve the likelihood of success.
Chapter Five argues for the value of an empirically based approach to film content, such as the development of metrics to accurately measure the humour in a film. A method such as SADM could identify protocols to improve the likelihood of success.
Chapter Five argues for the value of an empirically based approach to film content, such as the development of metrics to accurately measure elements that foster interest. Item one, above, is likely to foster interest. A method such as SADM could identify protocols to improve the likelihood of success.
The first three design implications relate to making the film distinctive at the design stage, designing the film with strong causality and designing for strong emotional impact on characters in the film. The last two design implications may appear trivial. Yet the relative rarity of genuinely humorous and interesting films suggest that an empirically and theoretically grounded account of viewers talk about their film experiences and about film structure would have a beneficial effect on the production of higher quality films. The method of analysis reported in this thesis would provide a cognitively based framework to increase the possibility of making more humorous and interesting films.
234 6.4.1.3 Design implications between schemas
The third set of design implications identified in this thesis can be grouped as focused on issues at the between schema level. Schemas can be falsely resolved during the film, with the ending subverted. Schemas can be used to reinforce each other, with verbal or visual prompting facilitating later comprehension. Holding back reinterpretations (including stepwise reveals of schemas) can add interest, as can using existing elements in new ways, particularly at key points in the film story. If significant elements are reused, they should be reused exactly. Schemas slots can be chosen for their visual interest, with resolutions to questions using temporally and geographically near elements in the film world, which results in narrative smoothness. These design implications are now outlined below (Table 6.3).
235 Table 6.3 Between schema level detailed design implications
Design implication
Explanation
False resolution of schema, minor subversion of end
Schema reinforcement (parallel, embedded or binding)
Verbal/visual repetition prompting
Retardation and stepwise reveal in re-interpretative schemas
Repetition novelty pivoting
Downstream slot visuality/ nearness for narrative smoothness
Intensification by signifying element, precise match repeated slot content
Fit actions and motivations, ensure goals clear, have strong problem solving
From Chapter Three, have a false resolution part way into the film viewers will schematically know it is false and this adds interest, the ending can also have a minor subversion for interest
From Chapter Three and Five, schemas can reinforce each other, whether same or related, embedding a purely cognitive schema within an emotional schema or binding different schemas together increases the impact
From Chapter Three and Five, verbal or visual repetition can facilitate understanding later instances, including partial instances at the end of the film
From Chapter Three, holding back or stepwise reveal of these schemas fosters the interest of the viewer and the hypothesizing of the viewer
From Chapter Three, familiar elements can be used in a new way to make pivotal points immediately accessible and interesting
From Chapter Three, choose the slots in a set-up schema for their visual power, using familiar and proximal elements in the resolution, resulting in narrative smoothness, links also to Chapter Two
From Chapter Three and Five, establish an element as symbolising a key relationship, then re-use the element precisely to subvert this relationship
From Chapter Four, ensure that characters actions fit their motivations and that their goals are clear at the point where they need to be clear, also ensure that the protagonists have to strongly exert themselves in the last act to solve the problem, this adds emotional power
6.4.1.4 Design implications within schemas
The fourth set of film design implications identified in this thesis can be grouped as focused on issues at the within schema level. Slot content can be used to introduce additional story material or hint as something to be revealed later. Slot prototypicality helps comprehension, with strongly negative or positive instances adding emotional impact, or humour though such content must be realistic within the films story world. Fast moving elements can be 236 used to hide slot omissions and weakly typed schemas (i.e., not strongly defined) are suitable for montage sequences. Using best in class schemas provides comprehension gains, potentially freeing cognitive resources to enjoy slot content, with the first and last schemas in a film offering particular opportunities: the first schema should be strongly prompted and match the music, the last can be partially prompted. Any pointing by the film maker (where the film maker uses a shot, normally a close up, to force the viewer to look at an onscreen element) needs to be clear the viewer may interpret any close up, especially when accompanied by unusual sonic events, as pointing. These design implications are now summarised below (Table 6.4).
237 Table 6.4 Slot design implications at the within schema level
First and last schemas, strongly prompt the first schema, consider link opening music to first schema, can use reduced slots for final schema
Pointing to be intentional/explicit
Chapter Three suggested that context around a slot could be used to introduce additional story material unrelated to that schema, slots can also be used to signal at something to be revealed later
Chapter Three and Five suggested that using prototypical slots increases impact by freeing cognitive resources to focus on emotional aspects and can add clarity, Chapter Two; strongly positive or negative slot instantiations add emotional impact, counter expectations and exaggerated slots adds humour, but must be realistic within the context of the films story world
Chapter Three suggested using fast moving visual elements to hide slot omissions
Chapter Three suggests that weakly typed schemas are particularly suitable for montage sequences in the slots, perhaps because a montage increases interest in content that may be intrinsically less interesting
At each point in the film, use the best in class i.e., most typical schema for rapid orientation of the viewer to the schema in play
Chapter Two and Five suggested design implications in relation to priority schemas (first and last in film). First schema should be strongly prompted and may profitably be appropriately linked to the opening music. The final schema can be prompted by using reduced slots
From Chapter Four, positively if the film maker wishes to point to something using a close up, for example, this needs to be clear. Negatively, a close up or a distinctive sound effect may always be considered pointing ensure that this matches the design intent
6.4.2 Schema theory and film
This thesis has engaged with film experiences at the level of viewers talk and extant film content. A major contribution of the thesis has been to identify two types of structuring schema aggregate schemas and re-interpretive schemas. The thesis has also made a contribution in linking causality, novelty and emotional impact to these schemas in particular and other schemas in film content more generally. This work should be foundational for a schema based approach to film. 238 6.5 Higher level contributions, limitations and further research
There are a number of higher level research contributions in the thesis. These also have potential limitations attached, which leads to the identification of issues for further research.
The first higher level contribution is to film studies generally. This research has demonstrated that a cognitive approach to film based on schema theory has value, with the research acting as a form of proof of concept. The principle limitation in relation to this is that only two films for children were examined. It may prove that well structured films are primarily films for children. This limitation results in the first issue for further research, the need for research on more films. This issue has a two fold thrust: more research on films for children and more research on live action films (non claymation and non computer animated films for older audiences) to see whether the tight structuring of The Wrong Trousers around aggregate schemas is replicated in such films, or whether looser structuring around aggregate schemas is still in evidence at all.
The second higher level contribution in this research is the identification of a series of design implications rooted in schema theory, film content and viewers reports. The limitation here is that the design implications are very detailed and may therefore prove unwieldy in actual use. Further research is therefore needed to develop the design implications described in this thesis and formalise them for film makers into a manageable and verifiable core (the further research on a range of films already suggested immediately above will prove beneficial to this enterprise).
The third higher level contribution has been the development of the use of schema theory to analyse films, which has implications for film researchers and film designers. The limitation here is that currently the method is time intensive. The method could potentially be made considerably more tractable by working at points in the film where new schemas start and old schemas end 239 (see section 3.3.2, above), though work with larger aggregates of participants needs to be undertaken to identify when a series of action schemas can be identified as or as standing for an aggregate schema. Once the method is made more tractable, a much more focused approach could be developed. The approach could then potentially be formalised for use by film researchers and film content designers as a Schematic Analysis Design Method (SADM), with humour folded in to the metrics for SADM, which would also have relevance for the first two issues mentioned directly above in this section.
The final limitation is the lack of real time measures of the experiences of the individual viewer. If the above suggested research is done, it may prove possible to develop a descriptive modelling language as a first step in modeling actual film experiences and story. Alternatively, new technical methods may be developed by other researchers that have applicability and suitability for the tasks outlined in this thesis and also for the target audience for this research.
6.6 General conclusions
This thesis has developed and presented a schema based approach to film. The thesis has reported four investigations of film, focused on viewers talk and schematic structure in two short films. The thesis has laid the foundations for a schema based approach to film, with new methods of investigating film content, particularly viewers reports on online movie reviews and schematic analysis of film content. In addition, a detailed series of design implications from the research have been delineated in the thesis. Three limitations and a research programme to address these have been suggested.
This thesis has revealed that schema theory has power in integrating viewers reports on film content and in finding hidden structure in two short films, in a cognitive based account. The thesis has also delineated the foundation for a schema based design approach to film. Further research will potentially build on the work detailed in this thesis, producing a deeper and more saturated engagement with the richness of the felt life (McCarthy and 240 Wright, 2004) of film content: whether in viewers talk, structure or in real time study of immediate measures of the film experience itself.
Note that this was a working document and is presented as is. Information on media usage was gathered but not analysed, since such information was not relevant to this research. 242 INVESTIGATION ONE: QUESTIONS
Declaration: I have been informed about the aims and procedures involved in the experiment. I understand that I will be watching a short film and interviewed about my reactions to it afterwards, as well being interviewed about my general film viewing and other media use habits. I understand that I will be recorded on audio cassette.
I reserve the right to withdraw at any stage in the proceedings, and information that I provide as part of the study will be destroyed or my identity removed unless I agree otherwise.
243 UNIQUE REFERENE NUMBER_______ AFTER THE VIEWING
Their summary of short film
ITC-SOPI (Part A)
PART A Please indicate HOW MUCH YOU AGREE OR DISAGREE with each of the following statements by circling just ONE of the numbers using the 5- point scale below.
1. I felt sad that my experience was over .......................................................1 2 3 4 5 2. I felt disorientated.......................................................................................1 2 3 4 5 3. I had a sense that I had returned from a journey.........................................1 2 3 4 5 4. I would have liked the experience to continue ...........................................1 2 3 4 5 5. I vividly remember some parts of the experience.......................................1 2 3 4 5 6. Id recommend the experience (of this film) to my friends. ......................1 2 3 4 5
How much did you enjoy the film? What did you like about the film? What did you dislike about the film? How much did you like the little girl? 244 How much did you like the father? How much did you like the other characters, and which ?
ICE CREAM DREAMS Segmentation and their comments to each scene and elements in each scene
SEGMENT ONE
Music Traffic and cars in side window Approaching selling site- seen through window Father in rear view mirror (name of actor over) Father looks round, asks Luna if she is alright Luna nods and smiles (name of actor over), she looks out of the window Fathers back- now we see the ice cream cones (the theme song starts- team) Luna- looking slightly unhappy Father turns with big grin Luna gives a restrained response (looking at him)
SEGMENT TWO
Cut to children running in middle distance Van draws up along green (title) Children running towards camera Children run past to van Children crowd up to van and ask Van- the children gather The children crowd Luna Luna looks worried The crowd of children
245 Dad rescues Luna The children stand back , Dad and Luna in foreground (Dad sorts the orders verbally) Luna follows instructions Dad uses the ice-cream machine
SEGMENT THREE
The hand of a child, voice saying, look theres Harry. Luna looks round The children greet Harry, who sails along on his scooter Luna sits at the wheel of the van, looking at Harry Harry looks briefly at Luna Harry goes past back of van, their eyes briefly meet and then hes gone Harry disappears round the back of the van Dad looks round and notices Luna looks out of the window Dad offers Luna a chance to stretch her legs Luna watches Harry disappear in the wing mirror
SEGMENT FOUR
The camera comes down from the wing mirror, there is a flash of white, sinister music starts, altar ego Luna at window looking in at Luna Luna looks nervous Altar ego stares Luna turns round (to father) Luna shakes her head, no to fathers question, then she looks away Father looks at her concerned
SEGMENT FIVE
The ice cream pulls up outside the 246 house Mother is frying on wok, daughter and father come in. Mother asks Luna whether she met any children, Luna says she saw lots. How many ice- creams sold? 300. You should put that in the bank.
SEGMENT SIX
Luna gets funny thought and smiles, the background behind her changes to the sign for the bank manager, Luna fades away The bank manager sign firms up, quirky music starts, the camera raises to his face, with him raising a quizzical eyebrow. Edges of the picture are blurry. Father grins Father pushes a tray with slabs of ice-cream on it over, cut on action Father completes the pushing of the tray over to the bank manager The bank manager reacts The bank manager takes flowers off a square object, passes them to father, then takes the cloth off, to reveal a safe Close up of safe opening Two shot- banker and father, kneeling by open safe. Bank manager loads ice-cream in. Close up of door closing and locked. They shake hands. End of daydream
SEGMENT SEVEN
The family are gathered together, father is counting the money, mother doing the books Close up of Dads hand counting 247 money Family- father says we need more days like this. Daughter looks up worried Family- mother says, well be fine. Mother tells Luna to get ready for bed. Luna looks up a little unhappy
SEGMENT EIGHT
Daughter in bed, staring, with the lights out. Peaceful guitar music Door opens, father comes in Two shot, father sits on the side of the bed Close up (CU) of Luna. Father asks if shes alright. She nods. Close up of father- you alright, what do you want to do tomorrow? Close up of Luna- can I come with you tomorrow? Close up of father- yes, but I can manage on my own CU of Luna- but can I come CU father- dont you want to play with the other kids? CU Luna says nothing CU father- it cant be very exciting in the van CU Luna- I like it, you need me to look after the money CU father encourages Luna to make more friends CU Luna listening- if I had a scooter would they want to play with me, father responds out of frame CU father- just be yourself CU Luna taking it in CU Father smiling, shall I wake you tomorrow CU Luna serious, father out of frame- smile! She does CU Father smiles 248 CU Lunas reaction CU Father gets up (cut on action) CU Luna watches him go Cut on action- two shot as he leaves and closes the door Mid shot as the light across Luna disappears- full guitar chords. She puts her head down.
SEGMENT NINE
Transition to dream, cranky music Harry coming towards Luna Luna closes van door, swivels round to watch him pass Harry scoots off Luna starts to follow Altar ego appears, sinister music, tries to put her off Luna responds, because hes just like me Alta egos parting shot- youll have nothing to say and hell laugh at you Luna turns to go then pauses Altar ego watches Luna turns and goes back
SEGMENT TEN
A blurred blue indicates a shift in the dream, CU of Luna asleep, music changes Montage- tickets fluttering, falling out of the sky onto the ground A girl picks up one of the pieces of paper CU of card- re Lunas ice-cream delivery at 3:30 VO from newscaster (Martin Collins) Dissolve to newscaster reading the 249 news- Lunas ice-cream has been voted number one. End of bulletin. Schoolyard, cheering, bell, children running into frame Children running away from the camera at an angle, towards the van Children running up to the van, seen from inside
SEGEMENT ELEVEN
Fanfare- the children part to focus on the window of the van from outside, track-in to low shot of Luna Shot from in van, over Lunas shoulder of children. They burst into their orders. Luna repeats fathers instructions. Over shoulder from Luna, fathers instructions completed Luna takes the first order Over shoulder- first order given- Luna moves to get it, film speeded up, twinkly piano music starts. Lots of grasping hands reach out. Lots of grasping hands reach out. Luna dishes out ice-creams Luna and the clamouring children Luna gives out the ice-creams Crazy music
250
SEGMENT TWELVE
Head and shoulders of kids as nasty boy marches in, slams his fist on counter, music stops, he orders Luna almost over the shoulder shot- takes his order Luna fulfils order, twinkly music CU ice cream cone being filled Luna mid shot moving to ice- cream sauce CU of sauce Luna considers Luna selects chilli Luna smiles CU Luna putting lot of chilli sauce on the ice cream Mid shot of Luna moving towards the window CU of boy getting ice-cream, he turns away and starts to lick CU Luna chuckles Boy licks- ugh! CU Luna laughs, voices over of rest of children laughing Nasty boy departs Luna waist shot- cheers voice over. Luna chant Luna over shoulder- children in shot chanting Luna Long shot elevated of van and chanting children, sound goes to echo indicating end of dream
251
SEGMENT THIRTEEN
Back in Lunas bedroom, her father opens the curtains and wakes her up Luna- fathers voice over- ready in an hour? Luna nods
CONTINUED OVERLEAF
Luna and father go towards van and Luna climbs in Harry approaches. Theme tune starts again. Harry goes past the window CU Luna watches, smiles, inside van Harry heads off, Luna voice over to father, Dad Head and shoulders of Luna- asks if it is OK if she does not go out with him today Two shot, father turns around puzzled Father- no problem, he gives her advice, she gets up and climbs out of the van, handing over the money box Van door opens- Luna climbs out
SEGMENT FOURTEEN
Luna moves towards Harry Flash of white light, sinister music, altar ego watching Luna walks past her Alta ego watches, realises that she has lost
252
SEGMENT FIFTEEN
Flash of white light- two shot, Harrys face turned away. Luna introduces herself, asks if she can have a go on his scooter Two shot including Harrys face- yes. She takes the scooter. Wistful music starts. Two shot- Harry asks if she would like to meet his friends, Luna nods and goes out of frame Luna comes into frame on scooter, camera picks up Harry ahead of her, they join the friends SEGMENT SIXTEEN
Mid shot- father watches with a smile, looks round CU of money box CU of Luna playing happily, talking Mid shot of Dad watching, he blinks a couple of times then starts the engine and the witful music stops
Van pulls out Van drives past the playing children (including Luna), plays the ice cream music and drives out of frame. The ice-cream chimes fade.
SEGMENT SEVENTEEN
Titles and theme tune Acknowledgements
ITC-SOPI General Questions BACKGROUND INFORMATION Age: .See below............. ___________years Sex:............. Male Female Occupation:.... Nationality: . 253
Rate your level of computer experience Rate how often you play computer (tick one): games (tick one):
None............................................................... Never ........................................................ Basic .............................................................. Occasionally (once or twice/month) ........ Intermediate ................................................... Often but less than 50% of days............... Expert............................................................. 50% or more of days ................................ Every day..................................................
Rate your average weekly TV viewing (tick one): Education (tick highest qualification achieved):
What is the TV size you watch the most? How would you rate your level of TV/film (tick one): production knowledge? (tick one): Small/portable (14 or less) .......................... None ......................................................... Medium (15-28) .......................................... Basic......................................................... Large (more than 28)................................... Intermediate.............................................. Expert .......................................................
Film and media usage general questions
1 Thinking back to the last three feature films you watched- what were they, where did you watch them? 1a 1b 254 1b
2 Did you enjoy each film and why? 2a 2b 2c
3 Do you have an all time favourite film? What is it and why do you enjoy it
4 Where did you find out about the showing of the film you last saw at the cinema?
5 How do you normally find out about feature films you go and see?
6 Are you a member of any video/DVD shop or mailing scheme and which one?
7 When you watch a DVD do you usually, occasionally, seldom or never access the additional features such as the making of feature? UOSN
8 When you watch a DVD do you usually, occasionally, seldom or never have the commentary running over the film as you watch it? UOSN
9 Do you regularly access a specific TV programme, radio programme website or other sources to find out about feature films due to be released?
10 Do you regularly read a film magazine(s) and if so which one(s) Y / N
11 Do you think you particularly notice posters on bus stops and hoardings for feature films? Y / N
12 How often do you watch short films of around ten minutes or less on TV, video or DVD?
13 How often do you access websites with short films on them- often, seldom, never? O S N
14 What are the last three short films that you watched that you enjoyed? 14a 14b 14c
15 hy did you enjoy them? 255 16a 16b 16c
Own TV/Video/DVD
17 Do you have your own TV where you live (or shared)? Y/N
18 Do you have your own video machine where you live (or shared)? Y/N 19 Do you have your own DVD player where you live (or shared)? Y/N 20 What are your three favourite TV programmes? 20a 20b 20c
21 Do you have digital TV, digital top-box, cable TV, satellite or interactive TV where you live (which)? Y/N
Games (console, PC)
22 Do you have a games console (or shared) and what type is it? Y/N
23 What games do you play regularly on the console?
24 How long each week would you say you play?
25 Do you own your own PC (or shared)? Y/N
26 Do you own your own laptop or tablet PC (or shared)? Y/N
27 Do you play any PC computer games (excluding internet games) regularly and what titles? Y/N
28 How long on average per week do you play and how does the experience compare with watching a feature film?
Internet
29 Do you have a fast connection to the internet where you live? Y/N
256 30 How many hours per week do you spend using the internet for leisure purposes excluding internet games?
31 Do you visit any particular websites regularly and which ones? Y/N
32 Do you listen to any streaming audio over the internet during the week and which services? Y/N
33 How long do you listen to streaming audio in an average week?
34 Do you play any internet games regularly and which games are they? Y/N
35 How do the games compare with the experience of watching feature films?
Music 36 What are your favourite music performers that you listen to regularly?
37 Do you own a MP3 music player and how many hours per week on average do you spend listening to it? Y/N Hours
40 Do you own your own CD player and how many hours do you spend listening to music on it (integrated, stand-alone or portable)?
41 Do you own a cassette player and how many hours a week do you spend listening to cassettes? Mobile telephone
42 Roughly how many minutes do you spend on your mobile having conversations in an average week?
43 Roughly how many texts do you send in an average week?
44 Does your mobile telephone have a camera or video in it? Y/N and which
45 How many pictures would you take with your mobiles camera in an average week? Videos?
46 Have you downloaded any ringtones for your mobile? Y/N
47 Have you downloaded any games onto your mobile and if so, which 257 games? Y/N
48 Do you use any other mobile telephone services regularly and what are they?
49 Are you thinking of replacing your mobile in the next six months and if so, have you decided on what type of phone? T/N
Print media 50 Do you read any particularly newspaper once a week or more often and which ones? Y/N
51 Do you read any magazines regularly i.e., weekly or monthlies and which ones? Y/N
52 Which titles do you read regularly?
Radio 53 Do you listen to any radio stations regularly and which ones?
54 How many hours do you listen to the radio per week, on average?
Other-General
55 Do you tend to read reviews of new computer based gadgets, new mobile telephones and the like? Y/N
56 Do you ever have two or more media on at the same time, i.e., watch a film with a CD playing at the same time in background or any other configuration? Y/N
Do you have any comments on the session?
258
Were there any questions that you were expected to be asked that werent?
This transcription is presented as is and includes a file note at the top about transcription. A line xxx in the transcript indicates content unclear, an attempt has been made to match these characters to the sound of individual words. A question mark before a word indicates a lack of certainty but that the word on the tape sounds like what follows in the text. Notes in square brackets are the authors notes, as an aide memoir about issues to consider (made as transcription was taking place). 260 Principles for sense transcription.
Sense of what is said to be preserved. Normal transcription notation is used. When a series of unfinished phrases etcetera is used which convey meaning, this meaning is substituted and put into brackets. Fillers such as OK etc, especially when used by the researcher and when they do not add to the sense, are omitted. Hesitancies such as er, urm and researcher agreements are omitted. Repeated words or phrases, such as I dont know, I dont know why are always omitted (unless they convey a particular meaning). Segment names as introduced by researcher not included. like, sort of, unless add shade of meaning.
Participant H
R S1 So, if you had to summarise that short film, go through the sequence of what happened, what would your summary be?
PH S2 Its about a little girl and her family have an ice-cream business, and shes a bit scared of meeting other children and when shes in the ice-cream van she sees the other children and wants to go out but is a bit scared to go out. And then her parents have a chat to her about, dont be scared about meeting other children, she has a dream, and it has a scenario which makes her meet the children and they like her and then makes her feel OK about meeting other children and then the next day she goes out and makes friends with the children and her Dad looks and [stops]
R S3 Anything else you want to add to that?
PH S4 No.
Questions.
R S5 So what were going to do now is go through the film scene by scene and Im just going to ask you to try and think back to what youre experiences were the first time. You may, well inevitably you will have experiences this time thats fine, if you can just tell me which is which, so that if you have any experiences this time or feel something or experience something different this time, you can say this is the second time round. So really, just to try and reflect on your experiences the first time.
[segment one played]
R 1.1 Do you remember what your thoughts, feelings and experiences were?
PH 1.2 Yeah, when it first opened with the music, and the Dad talking to the little girl, I just remember thinking, oh, its going to be like a little kids programme, that they could watch at 3:30, and it just seemed a bit cheesy, the way he said, are you OK and looked over and smiled.
261 R 1.3 Anything else.
PH 1.4 No.
[segment two]
R 2.1 (In) segment two, do you remember any thoughts and
PH 2.2 Yes, I just remember about when he tells the children to not crowd, not to get the ones at the front squashed, I remember thinking about that in relation to football crowds and squashes.
R 2.3 Is there reason why you made that connection?
PH 2.4 I dont know why I made that connection, its just, I dont know, in terms of like, watch out, youll squash the ones at front, I always think about in terms of football, but I dont why.
R 2.5 Any other thoughts, feelings or experiences you had the first time.
PH 2.6 No I think that was it on that scene perhaps.
[segment three played]
R 3.7 What were your thoughts, feelings and experiences there, on that one.
PH 3.8 Just that she looks interested in the boy going past. Didnt really think much more about it, ?hadnt seen the rest of the story line at the time.
R 3.9 When you say, interested, what do you mean?
PH 3.10 Well, because she tracked him with her eyes and she was just watching him, just seemed, I didnt know at the time that, because she wanted to meet him or it was just happened to be, because, as if somebody was walking past, youd just naturally look at them.
R 3.11 So you didnt from that feel that she was interested in getting to know him or going out with him?
PH 3.12 Not necessarily, no, or.
R 3.13 Just the physical act, as she was watching.
PH 3.14 Yeah.
R 3.15 Any other thoughts or feelings or experiences, on that one?
PH 3.15 No.
262 [segment four]
R 4.1 What were your thoughts, feelings and experiences there?
PH 4.2 With the music and seeing herself outside and it sounded quite sort of as if she was scared music, gave that impression, made you feel a bit sorry for her and wonder why she didnt want to go, if something had happened or, made me wonder what was wrong with her.
R 4.3 So do you remember that first time through, thinking to yourself, you felt a bit sorry for her, as the music was scared, and you wondered perhaps whether [something] had happened in the past, and you also wondered if something [was] wrong with her, that you were going to find out about, is that right?
PH 4.4 Yeah.
R 4.5 Did you so the two things as being connected or were they just two unconnected possibilities?
PH 4.6 Two unconnected possibilities.
R 4.7 Anything else?
PH 4.8 No.
[segment five played]
R 5.1 What were your thoughts, feelings and experiences that time?
PH 5.2 I was actually thinking about her family, in that her mother was white and thinking, whether it was really her mother and sort of the whole mixed race thing, xxx the skin tone, and I possibly thought, wondered whether itd come onto any thing to do with racism. Didnt like the silly little sound effects at the end, thought it was silly.
R 5.3 Anything else?
PH 5.4 No.
[segment six played]
R 6.1 Any thoughts, feelings or experiences that time?
PH 6.2 No, I just thought it was a bit, funny-bizarre
R 6.3 When you say funny, do you mean, funny as in bizarre or funny humorous?
263 PH 6.4 Yes, funny, in bizarre, yeah, not humorous funny. Yeah, and, I dont know whether, I suppose its the girl that was thinking it
R 6.5 Did you remember thinking that at the first time through?
R 6.6 I think so, yeah and thinking, maybe think the way children think differently to adults and dont really fully understand the concepts of certain things like money.
R 6.7 Any other thoughts, feelings or experiences you had, from that section?
PH 6.8 No.
R 6.9 Did you enjoy that section of did you just think, this is a bit bizarre?
PH 6.10 No, I didnt like it.
[segment seven played]
R 7.1 What were your thoughts, feelings and experiences the first time you saw that?
PH 7.2 I cant remember thinking anything particular into that one, just remembering that there were lots of coins and ?then counting them, I dont think I had any feelings in particular to it. [individual differences in depth of processing and complexity of individual responses, also again, what is discussed is the experiences that are at conscious level, not material which is more informational]
R 7.3 So the only thing really was just the amount of coins?
PH 7.4 Mmhm.
[segment eight played]
R 8.1 What were your thoughts, feeling and experiences, this time on that?
PH 8.2 That it was nice that he went to speak to her about things, and then it sort of confirmed, and that she had problems meeting other children, yes, I suppose she just preferred to spend time with her Dad, because she didnt want to go to out with children, sort of avoiding the issue. Just feeling just sad and sorry for her.
R 8.3 Anything else?
PH 8.4 I suppose wondering what was going to happen, if the problem was going to be sorted out.
264 R 8.5 Do you think anything from that scene, obviously a girls bedroom, reminded you of anything your own childhood, the first time round?
PH 8.6 Yeah, I think it did, I just remember, I used to be quite shy when I was little as well, so I sort of empathised a bit with her.
R 8.7 Would you say that that was something you were consciously aware of the first time you watched it?
PH 8.8 Yeah.
R 8.9 Any other thoughts, feelings or experiences?
PH 8.10 No, I dont think so.
R 8.11 Did you immediately identify the mobile as being a mobile?
PH 8.12 Wasnt really conscious of xxx xxx, no.
[segment nine played]
PH 9.1 Remember thinking, whether she perhaps was a bit delusional and actually saw people or whether it was just, sort of, things going on in her mind, i.e., her not actually really seeing herself, just the thoughts going through her head and the visualisations, thats ?for ?the ?audience.
R 9.2 So that is what you remember thinking the first time round?
PH 9.3 Yeah, yeah, yeah.
R 9.4 Anything else, from that segment?
PH 9.5 Again, about her, what she ?observes, theres a boy on a scooter and the time, that, either that she wanted to play on the scooter or meet him.
R 9.6 So you remember thinking the first time through that, and wondering, oh I wonder whether, she wants to play on the scooter or [with] the little boy.
PH 9.7 Yeah, yes, yeah.
R 9.8 Anything else from that segment?
PH 9.9 Nope.
[segment ten played]
R 10.1 What were your thoughts, feelings and experiences the first time round, on that one?
265 PH 10.2 I remember back to the chat she had with the father, when she asked about the scooter and he said, he said something like, you dont need the scooter to have friends, but then in that scene she sort of substitutes [the] materialism of the scooter for the ice cream to have friends, so it is sort of using material goods to gain friends.
R 10.3 And you remember thinking that the first time through?
PH 10.4 Yeah.
R 10.5 Anything else?
PH 10.6 Erm, perhaps an issue before, just when it was showing the TV clip of Luna and the ice cream, just that she, instead of meeting friends, she was trying to substitute that with maybe being successful in a business or something like that.
R 10.7 Would you say that that was a fully formed thought or just an impression?
PH 10.8 That was before, yeah before the end of the scene, before Id seen all the children going to the ice-cream, I just thought that, different, from when I thought, that this later bit, when the children run up to the ice-cream, then, the first thing I said about them abusing material goods to form friends, then that changed to that.
R 10.9 So, obviously, thats before it-
PH 10.10 Yeah.
R 10.11 -so, first of all, when that TV scene was on, you were thinking, oh I wonder if shes substituted business success for making friends and then, on this scene, this part of the scene here, you thought, ah well perhaps its materialism xxx selling ice-cream, is that right?
PH 10.12 Mmhm.
R 10.13 Anything else on that segment?
PH 10.14 No.
[segment eleven played]
R 11.15 What were your thoughts, feelings and experiences that time, the first time?
PH 11.16 Yeah, I wondered what was going to happen, whether something was going to go wrong, ?it ?would ?make the xxx anxious about meeting children or whether theyd all like her because they gave, them ice-cream. And 266 I thought it was a bit strange that theyre all asking for the same thing, orange refreshers.
R 11.17 Why do you think you felt that your were wondering that something else was going to go wrong that would make it more difficult for her to make friends?
PH 11.18 It was just the two possibilities really, just, well, equally I thought, I wondered if it would turn out good, but also had the alternative, in my mind. [cognitive aspects, one side suggesting other side or alternative]
R 11.19 So just a question there of two options, there werent any other factors making you think that?
PH 11.20 Perhaps because they looked quite crowded and the way theyre reaching is quite, could be quite scary, sort of impression so perhaps that linked to things going wrong, because it seemed a bit scary or ?invasiveable, perhaps it was that.
R 11.21 Do you think you had that feeling then, or is that perhaps you looking back and sort of trying to make sense of the experience then?
PH 11.22 Mmm, yeah, perhaps looking back, trying to make sense of it actually.
R 11.23 Would you say that you noticed the invasive hands the first time or would you say you perhaps particularly noticed them the second time?
PH 11.23 I think I would have noticed them but I wouldnt have pieced my thoughts together, I wouldnt have analysed my thoughts like that. [issue of having an impression which is not fully articulated to oneself, also, what does this mean in terms of the experiences that people have? Second viewing is not just this but also metacognitive]
R 11.24 Any other thoughts on that section?
PH No.
[segment twelve played]
R 12.1 Any thoughts, feelings or experiences the first time round on that?
PH 12.2 Um, well its all that kid, just thought he didnt seem particularly nice, probably to do with the tone of his voice and he probably had a frown or something [post-hoc re-construction], I just thought it was really funny when she put the chilli on instead of the sauce but then wondered whether it was going to go well or badly because the other children might have been friends with him and then, if shed done that they all might have disliked her, and xxx did that on purpose. I dont I think really thought that they would cheer like 267 that, how it actually turned out in her dream? I think I probably focused on the bad scenario, if any. [individual aspect, can understand fascination for using film in this way]
R 12.3 When you say, if any, do you think, are you then saying, expressing really that you werent quite sure that you had that thought the first time?
PH 12.4 Yes, but if I have any sort of thoughts they would be the negative ones.
R 12.5 Would you say that you had that thought particularly this time through, about the negative outcome, or would you say that it was just an impression you had the first time?
PH 12.6 It was just an impression I had the first time, yes.
R 12.7 Anything else on that section?
PH 12.8 No.
R 12.9 So when you say, really funny about the chilli, you mean funny humorous, ?as ?opposed ?to bizarre?
PH 12.10 Yes, funny humorous, yes sorry.
R 12.11 And no question marks about that scene?
PH 12.13 No, it was amusing.
R Segment thirteen.
PH 12.14 Although actually, sorry, I did wonder why they had chilli sauce on the ice-cream van.
R 12.15 Would you say that you wondered that the first time or the second time?
PH 12.16 Yes, yes, definitely [i.e., first time].
PH 12.17 But then I thought, it didnt matter because it was just a dream therefore it wouldnt be realistic anyway.
R 12.18 Did you think that the first time?
PH 12.19 Yes, yes.
[segment thirteen played]
268 R 13.1 What were your thoughts feelings and experiences first time round on that bit?
PH 13.2 Particularly on the bit where she asked if she could go out, I thought it sounded like, she asked, Dad, do you mind if I didnt go out today, so I remember just being a bit confused in my head about that and just really focusing on that and not really the rest of it. But I suppose that she had gone out with, that was nice that, that the dream had made her want to go but I was just really focused on what I thought she said, didnt..
R 13.3 So you were puzzled and pretty much wondering what was going on?
PH 13.4 Yeah.
R 13.5 And that was youre only focus?
PH 13.6 Mainly, yeah, just, but and then again like, I was pleased that she wanted to go out and that she smiled at the guy on the scooter, ?OK, so she had her interest in that.
R 13.7 So when you were initially puzzled, then presumably as she actually made to get out, you must have thought to yourself, oh shes, she must have said something, oh did you think, I must have misheard that?
PH 13.8 Yes, she was talking to ?her ?Dad, of course you can get out, but, so Im thinking perhaps she said no, though and then when she was getting out, she was climbing past the drivers seat, I thought, I didnt think there was a door there, didnt realise there was a door there so I thought she was just going to sit down and pretend to drive or something, and then I saw her getting out and thought well she must have said, can I go out.[repairing internal dialogue, mental model building]
R 13.9 So, just to summarise, once we reflect on our experiences, it is easy then to give an explanation after the event, so I think what youre saying is, you misheard her and you thought she said, do you mind if I dont go out, i.e., with you and so you were puzzled, that creates a situation where youre puzzled, and youre focusing on that and then she got up, her Dad got up as well, and then you as it were swapped positions and at that stage you were still puzzled so you were thinking, why is she going to pretend to drive, like kids do, and then when the door opened, you realised shes getting out and then, was that the stage when you-
[PH goes emphatically mmhmm i.e., yes throughout section above]
PH 13.10 -I just thought-
R 13.11 -began to feel pleased that she was, wanting to go out smile and ?smile ?at ?someone?
269 PH 13.12 No, I think, when she went towards, when she was opening the door I thought, oh she must have definitely said, that she wanted to go out, and that being in my mind, and then thinking, oh, well its nice that shes gone out, but that was still in my at the same time, so I was still a bit sort of puzzled, but [stops]
R 13.13 So you were pleased that she smiled at the boy earlier, you said you were pleased she wanted to go but talking about it now Im getting the sense that Im not quite sure where that came in because it seems for most of this scene you werent quite sure that she was going out.
PH 13.14 Well, when she smiled at the boy, that was before anything was said anyway.
R 13.15 So you were pleased she smiled at the boy-
PH 13.16 Then I just suppose, that really right at the end bit, where shes actually out, so the two things were in my mind together, so confusion and pleased xxx, but at the same time, the confusion hadnt totally gone.
R 13.17 Right. So are you saying you were confused and you perhaps thought that she was going to out or are you saying you were confused and then at the end of the scene, you were pleased that she wanted to go out?
PH 13.18 I was saying that I was confused and then my confusion faded because she must have said she was going out and that was good.
R 13.19 OK. Anything else on that scene?
PH 13.20 No.
[segment fourteen]
R 14.1 What were your thoughts, feelings and experience, this scene?
PH 14.2 Mmm, I think I probably wondered if she was just going to get back in the van at that point and thats all, really.
R 14.3 Did have any particular reaction when she didnt, were coming onto that, I suppose.
PH 14.4 No, it was good when she didnt.
[segment fifteen]
R 15.1 Right, what were your thoughts, feelings and experiences in that segment?
270 PH 15.2 I wondered whether that was, would really happen, whether, shed just went up to this boy that shed presumably never spoken to before, I dont know, I dont think shes at school with him [constructivism, filling in blanks outside story world, Bordwell book) and whether another child would just, like you play with, lets presume its an expensive good toy, whether theyd just hand it over so readily? Or else say, no and just go off and I just wondered whether that was very realistic?
R 15.3 Did you feel that it was unrealistic or did it just raise a question in your mind?
PH 15.4 Probably raised a question.
R 15.5 Anything else on that segment?
PH 15.6 So it was actually good that he did, did say yes. Oh and then when she was riding the scooter, she seemed to sort of just get on it and be OK, but I wondered in real-life whether youd do that or youd be a bit nervous about it all, because if youve never been on a scooter before, how to actually work it, I remember thinking that. It was nice that he asked if she wanted to meet his friends. [maybe when people doubt reality, they are not processing as deeply as when constructivism, which would fit if reality test was a surface test related to surface features of element, scene, movie as opposed to constructing meanings, backstory etcetera. Also ongoing new material requires attention, in design terms maybe reality test is easier to spot and codify and therefore guard against, as our conceptions of reality perhaps less divergent that constructivist processes]
R 15.7 Would you say that you were aware of that the first time through or?
PH 15.8 Yeah.
R 15.9 Anything else on that section?
PH 15.10 I, ?let ?me think, maybe I thought it did seem a bit, the situation was a bit fake and it wouldnt really happen, it was just a bit too happy and nice.
R 15.11 Anything else on that section?
PH 15.12 Theres a bit where the Dads smiling, I remember that, that it was just paused on that bit, where I remember the Dad smiling and thinking, oh its nice being happy and nice seeing parents happy, that their children are happy.
R 15.13 Well come onto that now, segment sixteen.
[segment sixteen played]
R 16.1 Any other thoughts on that segment? 271
PH 16.2 Just, still again about him looking happy. You know, when he looked over at the red [money] box, that sort of puzzled me a bit, why was he looking at that, why had they shown that for so long, why was that significant and then it just went off that, [issue of director not making clear connection of money box to little girl- though she may have thought she had by having little girl do money- or that money box in this scene by itself symbolised the fact that now the Dad had sole responsibility for that task] and he drove past them and I wasnt sure what the point of that bit was. And again, probably thinking, xxx xxx xxx, xxx xxx, a bit unrealistic, how she was doing that hand thing, dont know what its called, where you play with your hands with the other children.
R 16.3 Why did you think that was unrealistic?
PH 16.4 Again, it was following on from that last scene, that, would it really happen, so much, xxx wouldnt xxx sort of, the children be a bit cautious of each other or a bit inquisitive and like, ?who ?are ?you and rather than just getting in there and playing initially and, well, Im saying now, this is ?cold ?contact but I probably didnt think that at the time as such.
R 16.5 So really, just to reflect back, you thought that it was unrealistic that they were immediately playing the hand clapping game, you just thought they might just be talking to get to know each other first?
PH 16.6 Yeah, yeah.
R 16.7 Anything else?
PH 16.8 No.
[segment seventeen played]
R 17.1 Any thoughts, feelings or experiences on that one?
PH 17.2 Not really, I just remember thinking that I dont usually watch the end bits, with all the credits, I usually just turn them off at that point, and wondered, I suppose, I just wondered if you were going to turn it off then, and then it got down to the characters, the mum, mom it said, was called [Mary], [Mary] something and my name is [Mary] so I remember being conscious of that, and that led me on to think, I dont actually remember the names in the films, I dont specifically remember character names or, um, her name actually being mentioned, because I think that maybe I would have picked up on it [issue here of common names, Luna is not common and maybe cannot be processed as quickly therefore is discarded- actually the name is used some three times, also more chance in feature to get names. Maybe also people vary in how well they process names in films and indeed whether they need to, to enjoy the film], I dont know whether it was, just, I remember thinking that.
272 R 17.3 So you thought that the first time-
PH 17.4 -Yeah.-
R 17.5 -about your same name and you also saying that you dont normally pick up on names within the film of characters, as opposed to names like-
PH 17.6 I didnt pick up on any names in there, I wouldnt, if you asked me any names I wouldnt have remembered them.
R 17.8 So you couldnt tell me the name of the girl?
PH 17.9 No.
Questions.
- Wild wild west (house)
R Did you enjoy Wild wild west and why?
PH Yeah, I did actually, I thought it was funny, hadnt seen a funny film in, for quite a while and often dont really appreciate funny films.
R So usually you dont normally appreciate funny films?
PH What people usually consider funny or maybe find funny, I, well its not really my cup of tea.
R So you have a fairly narrow range of what you consider funny films, is that what youre saying?
PH Perhaps, yeah.
R And you felt that Wild Wild West fitted that to a degree?
PH Yeah.
-- The Village (home)
R Did you enjoy The Village?
PH No.
-
R Were there any particular reasons why you didnt enjoy the village?
273 PH I just didnt like the story line, basically. It was supposed to be, I think it sort of gave the impression that it should be a scary movie, and sort of, I put that on the xxx, oh yeah, I quite fancy watching a scary movi.e.,, It wasnt.
-- King Arthur
R Did you enjoy King Arthur?
PH No.
-
R What about King Arthur?
PH Well Id heard, everybody had said that it was really rubbish and that I shouldnt watch it, but I really wanted to watch it anyway and thought, well, it might be better, because my expectations are low, so it can only be better, but, yeah, it, it never really got going, I mean, the characters in it were terrible, I seem to remember that Queen Guinevere and the king, they were just totally bizarre, and then wondering why I bothered watching it, at the end of it. [incorporating manipulating, structuring around own psychological mood].
0.00 0.27 1 Theme music. In the living room, wallpapered wall with three rockets on it. "A FILM BY NICK PARK" over. Camera moves left onto framed picture photograph of Wallace and Gromit on the wall. "WALLACE AND GROMIT" passing over the bottom of the frame. The camera continues left onto a strange shadow cast onto the wall [the top of the technotrousers] Theme tune finishes. "IN" appears over. Tension/mystery music, as camera pulls back to reveal shadow of the technotrousers, camera going to canted angle. Shock music as "THE WRONG TROUSERS" appears in jagged 50's B horror movie style, the lettering expanding to fill the screen. As the final chord of the music fades away, the screen fades to black. 0.27 0.38 2 Fade in. Morning. Dining room table. MCU of Gromit pouring a cup of tea, the toaster by his side. Gentle 'morning' brass music plays in the background. Gromit puts a slice of bread into the toaster, presses down the lever and pushes the toaster out of frame then wiggles all his fingers, in a 'getting ready' gesture with a clicking knuckles D19sound, looking to the left of the screen, then leaving the table, going left out of frame. 0.38 0.42 3 CU on calendar. "Gromit's birthday [sic]" written on it, lines of crossed out dates with the actual day circled. There is the sound of Gromit's feet drawing near, the shadow of his head cast on the wall, the shadow of the head turning slightly. His left hand appears holding a pen and crosses through the circled day * Issue of standing 0.42 0.45 4 Cut to mid waist shot of Gromit looking at calendar. He looks to the right of the screen. Then looks slightly anxious, checking his ticking wristwatch *novelty, then looks upward. 276 0.45 0.50 5 Cut to MCU Wallace asleep and snoring gently, in his semi-darkened bedroom, a large black steel box with a row of six large red buttons, a bronze sign "SERVICE" above and a black ticking alarm clock sat on top showing 9:00 o'clock. Brass music starts, slightly lively. 0.50 0.54 6 Cut back to Gromit, looking sadly at the calendar on the wall, off screen left a single 'flap' sound. Gromit looks round, his left ear cocked [characteristic Gromit quirk] . Then he moves out of frame, going down on all fours. 0.54 0.57 7 CU pile of letters on hallway floor on top of doormat. Scuttling sound (off) as Gromit approaches, CU off his paws gathering up the letters, taking them out of frame. 0.57 1.02 8 MCU Gromit's back, door out of focus behind him. He sorts through a number of brown official envelopes, finding a large green envelope marked "Gromit". Gromit then goes down on all fours and pads off out of frame. 1.02 1.08 9 Medium shot, from lounge into hallway, train track coming into the room then going out to the right of screen. Gromit pads in on all fours, his ears slightly raised, stepping over the track, holding the letters in a his mouth, raising his leg to miss the train entering behind him whistling twice. Gromit waits while the train goes in front of him, then off screen. Then Gromit pads round a chair and disappears off screen. 1.08 1.25 10 MCU Chair and cup. The sound of Gromit padding (off) his head appears in frame, he climbs back into his seat. Then he opens the green envelope, taking out a card. The backing music stops. He opens it without revealing the front of the card to camera and the card plays an electronic version of, For He's A Jolly Good Fellow. Gromit closes it quickly. Then opens it again. An, 'is it from Wallace' look. Then Gromit puts it down dejectedly on the table- the front of the card says "TO A DEAR DOG". As the electronic tune finishes, a buzzer sounds. Gromit's ear cocks characteristically, he looks startled. 1.25 1.28 11 CU board of lights, the red light signed "Breakfast" flashing in time with the buzzer. 277 1.28 1.34 12 Medium shot, Wallace awake in bed, pressing a red button repeatedly. Wallace, "Oh!" [i.e., .....], "It's my turn for breakfast, this morning Gromit". 1.34 .01.37 13 Medium shot of handle and wall, Gromit partially in frame, he leans back (waist shot), Wallace (off) "I'd like a three minute egg...da...!", as Gromit pulls the lever. 1.37 1.39 14 Long shot, Wallace in bed. "whoa!", as the bed tilts up and the trapdoor opens. "Oh, oh steady on...", then Wallace slides down through the trapdoor, "Wo-owwww!", out of sight. 1.39 1.41 15 Long shot, dining room ceiling, open trapdoor, trousers hanging by braces, Wallace slides into them, shouting, "Gromittt...", then he falls out of frame. 1.41 1.50 16 Mid shot, Wallace's place at table. Wallace, "...ttt!". As he lands, "Ow!". Wallace holds out his arms one at a time and his sleeves are put on by mechanical arms. A mechanical unit draws up noisily behind him, Wallace raises his hands, the machine puts on his tank top and shirt collar with red tie on, his head disappearing momentarily before reappearing with a pop, the machine pulling back out of frame. Wallace, satisfied, "Ho-ha!". 1.50 1.52 17 Medium shot, Gromit reading newspaper, the headline reading, "MOON CHEESE SHARES SOAR", a red button by his left paw. He thumps down on it. Wallace (off), "ha". 1.52 1.53 18 CU of spring loaded spoon machine flicking a dollop of jam into the air with a doing. 1.53 1.54 19 Medium shot Wallace looking expectantly, the loaded toaster in front of him. He raises his eyebrows, the toast pops up, gets the jam on and lands off screen with a plonk. 1.55 1.56 20 CU plate. Toast lands [second time] jam side up. Wallace chuckles (off), his face out of shot. He lifts up the toast. 278 1.56 2.03 21 Mid shot. Wallace takes a bite of toast, squinting intently, "Well, that went as well as could be expected, didn't it, hum!". 2.03 2.04 22 Gromit, reading the newspaper, responds with a wide eyed look. 2.04 2.16 23 Wallace, "...though I might have to make a small adjustment to the drop, a touch painful on re- entry". He gestures, rubbing his back, then puts the rest of the toast into his mouth, then wiggles his fingers with a crackling sound, "Mmm, cracking toast, Gromit!", offering a wink and a thumbs up. 2.16 2.19 24 Gromit looks up from the paper to him, then back to the paper. 2.19 2.24 25 Wallace swallows the toast with a gulp, then asks too casually, "Any post, was there perchance?" 2.24 2.27 26 Gromit looks up, then passes over the letter, his hand going out of frame. 2.27 2.44 27 Two shot, Gromit is passing the brown envelopes over. Wallace opens them and reads, unfolding a long bill as he does, "Oh dear, a bit steep, oh my goodness, well I'll be, ho ho, they're all bills. Oh dear oh dear me", scratching his head. 2.44 2.45 28 Gromit puts his card out, the electronic music plays. Wallace, "We shall have to economise, Gromit...", the musical card runs out, "...I'll have to let that room out", gesturing with his thumb. He gets up, moving frame left, "Oh dear!", the music from the card slowing down and stopping. 2.45 2.54 29 MCU The music from the card runs out. Wallace, humming, takes down a picture of a pink pig down from over the mantel piece, revealing a safe. He carefully turns the dial and then opens it with a 'poing', taking out a pink piggy bank which rattles with a few coins. He closes the safe door with a thud, replacing the picture of a pig, then moves off right, out of frame, humming to himself. 279 2.54 3.10 30 Waist shot. Wallace sitting back at the table, opens the piggy bank with a plop and shakes out three coins, "Just look at that, I'm down to my last few coppers. And those presents weren't cheap either". Then he covers his mouth, as if he's blurted something out that he shouldn't have. 3.10 3.12 31 Gromit looks up expectantly. 3.12 3.17 32 Wallace, "Well, Gromit, let's see what's on the nine o'five, shall we, hmm?". The train whistles. Wallace, "Here she comes" 3.17 3.19 33 Gromit looks round. Wallace (off), "...now". 3.19 3.23 34 Long shot, dinging room. Wallace watches the train approaching, going past him, whistling again. As it does, he reaches down, "I wonder...", to pick up a little pink package from the open flatbed at the end of the train. 3.23 3.24 35 CU. Wallace's hand picks the parcel off the train. "...what this can...?". 3.24 3.27 36 "...be?". Mid shot Wallace at table. He holds up the parcel, "Happy birthday, chuck", grinning genially. 3.27 3.48 37 Mid shot Gromit receiving the present, he opens it with a flourish. He takes out a dog collar and lead, frowning at them. Wallace chuckles contentedly off screen, Wallace, "I knew you'd like it!". Gromit looks worried, to camera [i.e., at the viewer"]. Wallace (off), "Here, let me help you". He comes into frame behind Gromit and tightens the collar painfully on Gromit, who looks like he's chocking. Wallace, "You look like someone owns you now", whilst patting Gromit's head, to Gromit's displeasure. Wallace moves out of frame (off), "And that's only the first part...", Gromit looks to camera again, then looks left and moves off. Wallace (further off), "Come and look in here". Gromit gets down from the table and leaves frame right. 280 3.51 3.51 38 Mid shot bottom of the sitting room [?] door into the hallway. Gromit pads into view from the hallway on all fours, stops with little back leaning skid, ears startled. Sinister music starts. 3.51 3.54 39 BCU. A present paper wrapped foot comes round the corner of the door, stepping down heavily with a thud and a hydraulic hiss, then stepping forward, the sinister music swelling. 3.54 3.55 40 Head and shoulders of Gromit, backing away out of frame alarmed [at something out of frame]. 3.55 3.59 41 BCU, trouser fee coming forward. 3.59 4.02 42 Gromit backs up against the wall, the camera goes canted, Gromit's ears go up trembling in alarm, music intensifies and moves to become alarm music. 4.02 4.05 43 Midshot, the packaged legs move forward, the music swelling in alarm texture. 4.05 4.08 44 Gromit head and shoulders shot, ears upright and trembling, terrified, he sinks down out of frame, music swelling up to shriek. 4.08 4.12 45 Shriek music. Long shot- the trousers and Gromit, who is sitting on the floor, terrified, trying to back off. Music stops, the trousers stop just short of Gromit. In the silence, the birthday present label swings into view at the front of the trousers. Gromit looks at it. 4.12 4.14 46 BCU of the label, "To Gromit, Love Wallace X"". 4.14 4.15 47 Mid shot, Gromit drops the label, looking upwards uncertainly. 4.15 4.21 48 The top of the trousers, Wallace's head behind, Gromit's facing away from camera in front. Wallace, "I think you'll find this present a valuable addition to our modern lifestyle". He pulls the ribbon wrapping the trousers, the paper falls off. 4.21 4.24 49 Headshot, Gromit's eyes follow the paper as it drops. Wallace (off), "They're technotrousers. Gromit blinks, dazed. 4.24 4.28 50 Long shot, Wallace, the trousers, Gromit sitting, facing away from the camera. Wallace, "Ex- NASA. Fantastic for walkies". The Wallace and Gromit theme tune starts. 281 4.28 4.29 51 Gromit looks disbelieving. Wallace (off), "All you do is..." Music. 4.29 4.31 52 BCU Wallace's hand tying the leash onto the trousers, "...attach the lead on here...". 4.31 4.33 53 Head and shoulders of Gromit watching. Wallace's hand comes into ?frame and he attaches the leash to Gromit's collar. 4.33 4.39 54 CU of control panel, Wallace's hand pressing buttons, "...then programme in. Walkies, ten minutes, twenty minutes, whups! [sic] The trousers turn on, vibrating electronically. 4.39 4.46 55 Then the trousers take a deliberate step out of the living room door. The music becomes the theme tune. The trousers disappear out of the door, Wallace, "Aha, ha", and Gromit is pulled violently after the trousers, with two unhappy doggy yelps, out of the room and out of view. Wallace, "Have a nice walkies, Gromit". 4.46 4.48 56 Mid shot of park sign saying, "DOGS MUST BE KEPT ON LEASH", theme tune over. 4.48 4.51 57 Mid shot, top of playground slide. Gromit climbs, into frame. At the top of the slide he pauses and looks to his left, angrily. 4.51 4.56 58 Long shot, the trousers are walking along, pulling a toy dog on a wheeled frame. 4.56 4.4.59 59 Long shot, Gromit at the top of the slide, sliding down out of frame. 282 4.56 5.10 60 Meanwhile, in the dining room, the theme tune still playing. Wallace is checking his bills, using a calculator and abacus, the theme tune in the background. "Ah, it's no use prevaricating about the bush..." 5.10 5.16 61 Long shot, the trousers return, pulling Gromit, now sat on the wheeled trolley. Gromit's eyes look up. 5.16 5.19 62 CU from outside, Wallace is putting a sign in the window that says, "ROOM TO LET. Apply within" 5.19 5.22 63 Mid shot, Gromit still looking at sign, is pulled off the trolley with a yelp, to disappear into the house the moment the theme music stops, the trolley clanking back to the ground after Gromit has been pulled off. 5.22 5.29 64 Long shot, living room. Gromit is knitting, annoyed. Wallace (off) sips his tea very loudly, "Ah, nice walkies, hmm?" 5.29 5.32 65 Wallace, mid shot. Sitting holding the cup of tea, a vacant happy look on his face, "How were the techno trousers?" 5.32 5.35 66 Gromit keeps knitting, looks upwards, then shakes his head, as if to say, "I don't believe it!". Another loud sip from Wallace (off). The doorbell rings, off. Gromit's ear cocks, he looks round, then back at Wallace. 5.35 5.40 67 Wallace, "Oh. There's someone at the door, Gromit". He gets up, putting his cup on the arm of the chair and walks out of frame, "I wonder who that could be?". 5.40 5.52 68 Living room. Body shot of Gromit knitting. Wallace comes into frame as he goes out of the living room door, and off frame. There is the sound of him opening the door. Gromit cocks his ear, listening. Wallace (off), "Oh, it's about the room, then, well, that's grand." Sinister music starts, the camera moves in slightly on Gromit. Wallace (off), "Er, would you like to come this way and inspect". 283 5.52 5.56 69 Looking at Gromit in the sitting room, from hallway, Wallace's chest passing out of focus down the hall, momentarily obscuring Gromit. Gromit's eyes follow Wallace him then look back at the same height to see the visitor, before dropping his eyes down. Wallace (off), "I'm asking twenty a week." A sinister foot slapping is heard. 5.56 5.59 70 Cut to mid shot Gromit in lounge, looking out to hall. A penguin is moving towards the stairs holding a suitcase. Wallace, "That would include your breakfast." The penguin turns suddenly and stares expressionlessly at Gromit who is startled. 5.59 6.02 71 Head and shoulders of Gromit, shaking his head in doubletake- a penguin! Wallace, (off, far away), "I suppose you like" 6.02 6.07 72 The penguin is staring at Gromit. Wallace (off) "... kippers, do you? Ah ha. Partial to a nice black pudding, myself". 6.07 6.13 73 Midshot Gromit on chair looking after penguin. Wallace (off), "With bacon of course". Gromit, subdued, starts knitting slowly again. Wallace (off), "I'm sure..." 6.13 6.18 74 Mid shot landing, Wallace walks past close to camera, "that we can come to an amicable agreement". Penguin follows. Wallace (off), "As I say, its a", the penguin looks to his right, "...bit...". Pleasant classical string quartet flute music comes through the open door. 6.18 6.21 75 Penguins POV, CU open door, sign on saying, "GROMITS ROOM", Wallace, "...dingy at present, but it's sur...". ?Clear music from here. 284 6.21 6.29 76 Long shot dilapidated bare bedroom, Wallace in doorway gesturing, [sound quality change] "...prising what a lick of paint of will do, isn't it?", as the penguin pads into the doorway. The pleasant flute music can still be heard, a quiet wind whistling sound is brought up. A painting falls clunckily to the floor, leaving a clean square on the wall where it hung. The penguin quickly disappears back the way he came. Wallace follows, anxious, "Ooh, but I don't..." 6.29 6.31 77 CU of door with dartboard, inside Gromit's room. Wallace comes in anxious, "...think, oh, mm, er..." 6.31 6.35 78 Wide shot of Gromit's room, penguin sitting on bed, he opens his case and starts unpacking, Wallace, "er er, wasn't quite what we had in mind, er, ooh ooh..." 6.35 6.38 79 Wallace, at doorway, "Wouldn't you like to see...", he points in the direction of the other room, then gives up, "...Oh dear". 6.38 6.42 80 The penguin bounces squeakily on the bed. Wallace, "Look, ah ha ha..." 6.42 6.50 81 Head and shoulders, Wallace, "er, there's something I've got to tell you...", there is a boing sound off, "...Wallace looks outs of the door then back, "...it's um no pets. Er, does that suit you?" 6.50 6.54 82 Long shot, penguin sitting on the bed, he changes the dial on the radio from pleasant classical flute to a Wurlitzer organ playing, Tie a Yellow Ribbon loudly, then lies back on the bed, fins behind head, relaxing, bouncing gently on the bed. 6.54 6.58 83 Wallace in doorway, speaking to self, "Seems pleasant enough". He leaves the room, starting to close the door. 6.58 7.06 84 Later, in the dilapidated room. Long shot of ladder, Wallace working at top of it, only his legs visible. Wallace, "Cheer up Gromit...", he hangs a strip of blue wallpaper with bones on it, "...it's surprising what a lick of paint will do, isn't it!", the camera rises to show him working, brush tucked behind his ear, banging at the paper with his fist. Then he turns and looks encouraging, smiling fatuously over his shoulder. 285 7.06 7.17 85 Long shot. Gromit is in the techno trousers, clipping the left hand part of some trouser braces to the inside waist of the techno trousers, whilst studying the "TECHNO TROUSERS MANUAL". Wallace (off) is singing tunelessly to himself. Gromit presses a button and the right leg of the techno trousers shoots up at right angles with a loud electronic sound, bumping with a boing sound the ladder resting on the back of the trousers that allowed Gromit to get into the trousers. Gromit presses another button and the manual is sucked onto the foot of the techno trousers. Another button press and the manual drops to the floor. Another button press and the trousers slide forward fast on the remaining foot, out of frame left. 7.17 7.24 86 Long shot, Wallace on the ladder, there is a bump sound off, with a loud suction noise. Wallace, "Ohh!". Then he chuckles quietly. Gromit comes into frame walking up the wall, with loud suction noises in the trousers, holding a paint roller on a long roller. He looks at Wallace then goes on up out of frame. 7.24 7.27 87 Mid shot, Wallace looking round at Gromit, then he starts to descend the ladder, "Oh, so that's where my braces went...", as he descends out of frame. 7.27 7.36 88 Long shot, Gromit upside down on the ceiling, the techno trousers stamp to a halt, Wallace singing tunelessly to himself, growing a little more vigorous and Gromit starts painting. The quiet wind whistling sound is brought up again. 7.36 7.43 89 Mid shot, Wallace backing out of door, "Wonderful things, these techno trousers!". He almost reverses into the penguin on the landing [who has been placed there by the animators, so viewers do not get the visual warning that they might have if they had seen the penguin moving into position, a reveal]. Wallace, "Oh! Oh, I'm sorry", Wallace moves off out of sight down the hall, leaving the penguin looking into the room. The penguin starts to pad forward. 7.43 7.45 90 Cut on action. Full body shot of the penguin walking forward, sinister music playing, the sound of Gromit's brush swishing, the penguin looking slowly upwards.
SEGMENT ONE 00:00 00:09 1 Opening credits 09:00 00:11 2 Music, traffic and cars in side window Traffic and cars in side window 00:11 00:14 3 Approaching selling site- seen through window 00:14 00:18 4 Father in rear view mirror (name of actor over) 00:18 00:21 5 Rear shot of father, he looks around smiling, and asks Luna, "You alright, sweetheart?" 00:21 00:25 6 Luna nods and smiles a subdued smile (name of actor over), then she looks out of the window 00:26 00:29 7 Fathers back- now we see the ice cream cones in boxes (the theme song starts, "You and me would make a perfect") 00:29 00:32 8 Luna looks slightly unhappy out of the window (theme, "...team. If we could") 00:32 00:34 9 Father turns with big grin (theme, "d just be together then") 00:34 00:36 10 Luna gives a restrained response, looking at him (theme, "this would be")
SEGMENT TWO
00:36 00:39 11 Cut to children running to where the van will stop, fast tracking shot as if from the van (theme, e my dream") 00:39 00:43 12 Long shot of the van drawing up at the side of the park, houses behind, van not yet stopped. (theme, "This would be my dream"), title ICE CREAM DREAM appears 00:44 00:46 13 Children running towards the stopping point of the van (theme, "dream") 00:46 00:47 14 Children run up to the van, from screen right 00:47 00:49 15 The children crowd up to van and ask, POV of van (but not Luna in window) 00:49 00:51 16 Long shot of the van- the children gather 00:51 00:52 17 Back of Luna's head to camera, shot over her shoulder, the children crowd Luna, shouting orders all together. 00:52 00:53 18 Medium shot of Luna looking worried in van window, back of children's heads to camera 288 00:53 00:54 19 Back of Luna's head to camera, shot over her shoulder, the children crowd Luna, shouting orders all together. 00:54 01:02 20 As Dad rescues Luna, "Hang on, hang on, one at a time, one at a time, watch yourself, can everyone stand back a bit so that the one's at the front don't get squashed. 01:02 01:04 21 Back of Luna's head to camera, shot over her shoulder, the children stand back, Father and Luna in foreground. Child "Two clowns", Father "Two clowns" 01:04 01:11 22 Back of Luna's head and shoulders, following instructions. Father (off) "Luna, two clowns. Whose next, do you want a ninety-nine?" Child, "Yeah, a ninety-nine", father "two ninety-nines, yeah?". Child, "Yeah". 01:11 01:15 23 Dad uses the ice-cream machine. A child shouts (off), "Look"
SEGMENT THREE
01:15 01:18 24 CU Luna, head turning, other child hand pointing, ofther child (off), "There's Harry!". All the children chorous, Hi Harry!" 01:18 01:21 25 Long shot, "rry!", Harry is sailing along on his scooter. Opening happy 'Calypso' music starts again. 01:21 01:25 26 Luna moves to sit at the wheel of the van, looking at Harry through the window, the back of her head to camera. 01:25 01:26 27 Head and shoulders of Harry looking 01:26 01:28 28 Midshot of Luna in van, looking out of the side window (filmed from outside the van), Harry goes past, their eyes briefly meet and then hes gone, Luna's head swivels round to watch. 01:28 01:30 29 Long shot of Harry away past the end of the van 01:30 01:31 30 Dad looks round and notices the disappearing Harry, then watches Luna looking after Harry, happy Calypso music still playing 01:31 01:33 31 Luna is still looking out of the window. The music fades away. 289 01:33 01:35 32 Head and shoulders, Father offers Luna a chance to stretch her legs. Father, "You can go out and stretch your legs if you want" 01:35 01:37 33 Luna watches Harry, looking up to the mirror to watch him
SEGMENT FOUR
01:37 01:39 34 CU of the wing mirror, Harry disappearing from it. The camera comes down from the wing mirror, there is a flash of white and a whooshing sound 01:39 01:41 35 The whoosing sounds become sinister music, head and shoulders of altar ego Luna at window looking in at Luna 01:41 01:43 36 CU Luna looking up in profile, nervous 01:43 01:45 37 Altar ego stares back at her 01:45 01:48 38 Luna turns round to look at her father 01:48 01:50 39 Head and shoulders of Luna looking back over the seat at her Dad, she shakes her head, no to fathers question, then she looks away 01:50 01:52 40 Head and shoulders, father looks at her concerned
SEGMENT FIVE
01:52 02:03 41 Long shot, the ice cream van pulls up outside the house 02:03 02:18 42 Mother is frying on wok, daughter and father come in. Mother, "Hiya", Luna, "Hello", mother, "did you have a nice time today?", she wipes her hands then asks Luna, "Did you meet lots of children", the father kisses the mother. Luna, "We saw lots of children". Mother to father, "How many ice- creams did you sell?", "Oh, about 300, it was a good day". Mother to Luna, "three hundred ice-creams!", she brushes down Luna's nose playfully with a finger, "We should put that in the bank".
SEGMENT SIX
02:18 02:21 43 CU Luna looking up at mother. She gets a funny thought and smiles, the background behind her changes [dissolve to] 290 02:21 02:24 44 Metal sign on desk for 'Bank Manager', quirky music starts, the camera raises to his face, with him raising a quizzical eyebrow. Edges of the picture are blurry. 02:24 02:25 45 CU of father looking back at bank manager, he grins, then looks down. 02:25 02:26 46 CU of cake tray with bars of of ice cream on it, hands of bank manager in shot, father's hands pushes a tray with slabs of ice-cream on it over to the bank manager, cut on action 02:26 02:27 47 Mid shot looking down, father completes the pushing of the tray over to the bank manager, who smiles down at it. 02:27 02:28 48 CU the bank managers face, smiling down at the ice cream, then up at the father 02:28 02:30 49 Full body two shot, the bank manager takes flowers off a square object covered in a lace tablecloth, passes them to father, the piled up bars of ice-cream in the foreground, then takes the cloth off with flourish to reveal a safe, moving his hand to open it 02:30 02:31 50 Close up of his hand opening the sate, a blue light within giving it an ethereal dream like quality. 02:31 02:37 51 Two shot, banker and father, kneeling by the open safe. The Bank Manager loads ice- cream in [frames cut out of the shot which speed up the time and possibly heighten the comic effect] 02:37 02:43 52 Close up of ice cream in safe, door closing and being locked by the bank manager's hands, which then shake the father's hands. [End of daydream]
SEGMENT SEVEN
02:43 02:46 53 Mid shot looking down, the family are gathered together in the evening, the father and mother are counting the money, the mother has an account book in front of her 02:47 02:49 54 Close up of Dads hand counting money 02:49 02:50 55 Family, normal angle, mid shot, "We need a lot more days like these to meet the loan repayments". 02:50 02:52 56 CU Luna, she looks up worried, then down again 291 02:52 02:57 57 Family- mother says, "Well be fine." Mother tells Luna, "Get yourself ready for bed, sweetheart". 02:57 02:59 58 CU Luna, she looks up a little unhappy. Relaxing guitar music starts.
SEGMENT EIGHT
02:59 03:11 59 Luna head and shoulders in bed, staring up, with the lights out, a mobile turning slowly in the foreground out of focus. Peaceful guitar music continues. The door opens and her father comes in off screen. 03:11 03:14 60 Two shot, father sits down on the side of the bed 03:14 03:16 61 Close up of Luna. Father (off) asks, "You alright, sweetheart?". Luna nods 03:16 03:18 62 Father, "What do you want to do tomorrow?" 03:18 03:20 63 Cu of Luna, "Can I come out with you again? 03:20 03:24 64 CU father, "Yeah, of course you can but I can manage on me own" 03:24 03:27 65 CU of Luna, "But can I come?". Father (off), "Don't you want to play with" 03:27 03:29 66 CU father, "your friends from school, instead of coming out with me?" 03:29 03:31 67 CU Luna says nothing. Father (off), "It can't be very" 03:31 03:34 68 CU father, "...exciting in the van". Luna (off), "I like it". 03:34 03:38 69 CU Luna, "it, you need me to look after the money" 03:38 03:43 70 CU father, "Luna, you should try to make more friends, the kids on my rounds are just like you, they won't bite" 03:43 03:55 71 CU Luna listening. Father (off), "You've got to be brave." His hand chuckles her chin. Luna, "Do you think if I had a scooter, they'd want to play with me?" Father responds (off), "It's got nothing to do with a scooter" 03:55 03:57 72 CU father, "Just be yourself" 03:57 03:58 73 CU Luna takes it in, looking out of frame to father 03:58 04:03 74 CU Father smiles at her, "Shall I wake you up in the morning?" 04:03 04:09 75 CU Luna serious, father out of frame- smile! She does 292 04:09 04:11 76 CU Father smiles 04:11 04:12 77 CU Lunas fading smile 04:12 04:14 78 CU Father gets up (cut on leaning forward as he gets up action) 04:14 04:15 79 CU Luna watches him go 04:15 04:18 80 Cut on action- two shot as he leaves and closes the door, cut on door closing 04:18 04:29 81 Mid shot as the light across Luna disappears- full guitar chords. She puts her head down to go to sleep. Guitar music ends, crazy dream music starts. [dissolve to]
SEGMENT NINE
04:29 04:35 82 Transition to dream, cranky music, pastel discolorations on shots. Long shot of Harry scootering down the pavement towards the camera 04:35 04:36 83 Long shot, Luna closes van door, swivels round to watch Harry pass in front of her [cut on action] 04:36 04:37 84 CU Harry's head blurring past behind Luna's face as she turns to watch him go 04:37 04:38 85 Long shot of Harry disappearing down the pavement 04:38 04:40 86 Luna is walking along thoughtfully. The music fades, to be replaced by a whooshing, fade to white 04:40 04:45 87 Fade in from white. Altar ego (head and shoulders) appears, sinister music, says, "You can't talk to him, why would he want to play with you?" 04:46 04:48 88 Two shot, over shoulder of alter ego, "Because he's just like me." Luna turns to go on her way. 04:48 04:52 89 CU Alta ego, "Don't blame me when you've got nothing to say and he laughs at you" 04:52 04:55 90 Waist, Luna goes past the alter ego, pauses. 04:55 04:57 91 Head and shoulders, alter ego watches Luna passing 04:57 05:08 92 Luna turns slowly and returns, going out of frame. Sinister music ends. [dissolve to]
SEGMENT TEN
293 05:01 05:10 93 Montage. A blurred blue indicates a shift in the dream. CU of Luna asleep, the music changes to quirky music, children in playground, tickets fluttering, falling out of the sky onto the tarmac of the school playground 05:10 05:11 94 CU hands picking up one of the pieces of paper from the tarmac, camera follows up onto the girl's head and shoulders, group of children's voices (off), "Lu" 05:11 05:13 95 CU of piece of paper, LUNA'S ICE- CREAMS HERE AT :) PM. Children's voices (off), "na". Voice over of man's voice, "And finally, Luna's ice-cream" 05:13 05:31 96 [Dissolve to] Martin Collins on television reading the news, picture of Luna holding up huge ice-cream on backsdcreen, "has been voted best in the country today by the world's best ice cream testers. A spokesperson said, "It was it's unique flavour and creamy texture that made the ice cream so special". That's all for tonight, join us for our next bulletin at the same time tomorrow night. Concluding news bulleting music. 05:31 05:35 97 Schoolyard, cheering, bell, long shot of children running into frame, one shouts, "Ice Cream!" 05:35 05:36 98 Long shot of children running away from the camera at an angle, towards the van, cheering 05:36 05:39 99 Children running up to the van, seen from inside, they crowd around the open window
SEGEMENT ELEVEN
05:39 05:46 100 A trumpet fanfare - the back of the children (low angle) they part to focus on the window of the van from outside, truck-in to low shot of Luna, looking proudly, oout of window, she looks around, smileing. The children (off) chorous, "Luna!" 05:46 05:49 101 Shot from in van, over Lunas shoulder of children. The childen burst into their orders all together. Luna, "Children, hang" 05:49 05:52 102 Waist shot, Luna, "on. One at a time. Can you all stand back a bit so" 05:52 05:54 103 Luna, "the ones at the front don't get squashed" 294 05:54 05:56 104 Overshoulder, Luna "Now, you first, what do you want?" 05:56 06:00 105 Over shoulder. Child asks, "Can I have an orange refresher, please?", Luna moves to get it, film speeded up, twinkly piano music starts. Lots of grasping hands reach out. Camera pans left to follow her (back shot) reaching to get the ice cream. 06:00 06:01 106 Waist shot, front, Luna giving out the ice- creams.Lots of grasping hands reach out. 06:01 06:02 107 Back, Luna reaching for ice-cream 06:02 06:03 108 Waist shot, front, Luna giving out the ice- creams. 06:03 06:08 109 The heads of the children corwn aournd the van window, facing the camera. Head and shoulders of nasty kid pushing though, he slams his fist on the counter. Head and shoulders of kids as nasty boy marches in, slams his fist on counter, music stops. Boy, "I want a 99!"
SEGMENT TWELVE
06:08 06:09 110 Jump cut back to include Luna, frame left, Luna almost over the shoulder shot. Luna, "Would you like sauce with that?", boy, "Yeah, give me loads!" 06:09 06:11 111 Head and shoulders of Luna as she fulfills his order, slower twinkly music starts 06:11 06:12 112 CU ice cream cone being filled 06:12 06:12 113 Luna mid shot moving to ice-cream sauce 06:12 06:14 114 CU of sauce, Luna's hand on 'Rasberry', her hand lifts it up 06:14 06:14 115 Head and shoulders of Luna, considering 06:14 06:16 116 CU Luna's hand puts the rasberry sauce down and picks up the chilli sauce 06:16 06:17 117 CU head and shoulders of Luna, she smiles 06:17 06:22 118 CU Luna's hand puts a lot of chilli sauce on the ice cream, the shot ending CU on the plastic bottle 06:22 06:23 119 Mid shot of Luna moving towards the window and out of frame 06:23 06:25 120 CU of the back of the boy's head as he gets his ice-cream. He turns to camera and gets ready to lick 06:25 06:26 121 CU Luna chuckles, the music does a "na na nah nah na" 'laughing at you' sound 295 06:26 06:28 122 CU, the boy licks- ugh! 06:28 06:29 123 CU Luna laughs, the rest of the children (off) laugh 06:29 06:31 124 Nasty boy's head and shoulders to back off camera as he departs, the children closing behind him 06:31 06:33 125 Luna, smiling, waist shot, cheers over, "Luna, Lu" 06:33 06:34 126 Luna over shoulder- children in shot chanting, "na, Luna" 06:34 06:38 127 Long shot, elevated of van pushing back, chanting children, "Luna, Luna, Luna", sound goes to echo indicating end of dream
SEGMENT THIRTEEN
06:38 06:39 128 Last 'Luna' echoing over shot. In Luna's bedroom, her father flings open the curtains vigourously [cut on action 06:39 06:41 129 Head and shoulders of Luna asleep holding a cuddly toy 06:41 06:42 130 Father (waist) at window, turns round smiling, "Wake up, sweetheart" 06:42 06:47 131 Father's voice over, "Ready in an hour?", Luna nods 06:47 06:59 132 Long shot, Luna and father go towards van, camera pans round to follow. Father unlocks the van door 06:59 07:02 133 Long shot, Harry approaching on his scooter. Theme music starts again. 07:02 07:03 134 Cut to long shot, Harry goes past the van window, seen from inside 07:03 07:07 135 CU Luna watching Harry, she smiles as she looks after him, from inside the van 07:07 07:09 136 Long shot, Harry heads off, back to camera. Luna, voice over to father, "Dad" 07:09 07:13 137 Head and shoulders of Luna, "would it be OK if I didn't go out today?" 07:13 07:33 138 Two shot, father in foreground turns around puzzled, "No problem seetheart. Where are you going?, Luna "Out to play", Father, "Yeah, OK sure. He gets up out of the driver's seat, "Make sure you stay on the street, and tell you're Mum where you're going, OK? He chuckles her chin caressingly. Luna moves to get out, holding the red money box, which she passes to him, 296 Luna, "There you go", as she heads towards the door 07:33 07:38 139 The van door opens with a creak, the camera dropping to ground level
SEGMENT FOURTEEN
07:38 07:41 140 Two shot, waist, Luna moves towards Harry, who is static with his back to camera, concentrating on his scooter 07:41 07:44 141 Flash of white light, whooshing sound, sinister music, head and shoulders of altar ego watching 07:44 07:49 142 Luna walks past the alter ego rapidly, giving her one brief look 07:49 07:53 143 Alta ego watches, realises that she has lost. Luna (off), "Hello", flash of white light
SEGMENT FIFETEEN
07:53 07:55 144 Two shot, waist shot favouring Harry. Luna, "o", Harry, "Hello" 07:55 07:59 145 Two shot favouring Luna, "Would it be OK to have a go on your scooter?". 07:59 08:03 146 Harry, "Yeah, OK". Wistful music starts. He gives her the socoter and they both turn to go 08:03 08:07 147 Two shot, waist. Both to camera. Harry, Would you like to come and meet my friends?. They head towards the edge of the frame, left 08:07 08:14 148 Waist shot, Luna comes into frame on scooter, choldren talking off, camera picks up Harry ahead of her, they join the friends who are talking and playing pat-a-cake
SEGMENT SIXTEEN
08:14 08:17 149 Mid shot- father watches with a smile, looks 297 round 08:17 08:20 150 CU of money box 08:20 08:23 151 Head and shoulders of Luna playing happily, backs of heads of two children, talking 08:23 08:26 152 Mid shot of Dad watching from inside the van, he blinks a couple of times then starts the engine and the wistful music fades rapidly 08:26 08:32 153 Long shot, van pulls out, moving towards camera 08:32 08:48 154 Extreme long shot, van drives past the group of playing children (including Luna), the van's ice cream music starts and the van drives out of frame, the ice-cream van's chimes fading into the distance. Fade to closing titles.
298 Appendix Five: Sample movie reviews (Investigation Four)
These are presented as is and comprise the first ten pages of the reviews. 299 Data gathered 18 June 2007
18 out of 18 people found the following comment useful :- Wonderful Gromit steals the show and the penguin is superbly sinister!, 28 September 2002 Author: bob the moo from Birmingham, UK In order to help make ends meet Wallace decides to rent out their spare room. However the new lodger takes Gromit's room and puts him out in the dog house. Meanwhile Wallace continues work on a pair of remote controlled trousers. But is the new lodger as innocent a chicken as he appears? Wallace finds himself part of a major jewel robbery can Gromit return in time to save him?
The second of the adventures of Wallace & Gromit sees the animation greatly improve and the comedy oh so very sharp and funny. The basic plot is a little silly but very well crafted considering this is a short film I wish many `proper' films had plots this clever and imaginative. It is also absolutely a wonder to watch even when I wasn't laughing I was easily charmed by the wit and imagination of the whole thing.
The animation is superb, Wallace is as good as ever and Gromit is much more fully developed and is easily the star. The penguin however threatens to steal the show as well as the jewel. How can a plastercine penguin with a glove on it's head that likes listening to organ music be threatening? Well it can here he snaps his head round and stares with such menace that it's frightening! They all work well together but Gromit takes the film by a nose.
With all those brain dead kids cartoons around on TV this should be treasured. Adults will love it as there is plenty of detail for them to enjoy and kids will totally fall for the rich comedy and well animated characters. A wonderful little gem. Was the above comment useful to you? yes no
15 out of 15 people found the following comment useful :- Fantastic, entertaining work of art, with no Hollywood smut, 23 May 2001
Author: Ken-272 from Utah, USA This is a clever picture that gets better the more times you watch it. The attention to detail is amazing. It makes you wonder over and over again - How did they do that?
I have this on DVD and enjoy taking time to check some segments out frame 300 by frame to catch all the background details like book titles on the shelf and news paper headlines. It's enjoyable for youth and adults alike. Was the above comment useful to you? yes no
14 out of 14 people found the following comment useful :- A true mile stone of animation, 11 March 2001
Author: letmein-1 from London, England Nick Park's hysterical plasticine duo Wallace and Gromit are back in this, their second outing, pitting themselves against the plotting penguine whose devious nature is taking advantage of Wallace's niavity. However, the ever suspicious Gromit is seeing through the Penguine's frosty exterior and sets out to uncover his secret scheming shadowy plan. The Wrong Trousers is the best so far from Peter Lord and Nick Park, putting even the outstanding Chicken Run and Close Shave in it's shadow. The characterisation is simply electrical. The ever suffering but mute Gromit and the clumsy well meaning Wallace muddle their way to stopping a truely outstanding criminal genius penguine (whose pesona is portrayed with such subtlety and effect that the cute bird becomes the very essence of evil). Park and Lord's pace and cinematography in this animation medium are truely world leading, climaxing in the mad mayhem of a train-set chase through their house. The plot is simple yet full of nuances and details (check out the headline's on Wallace's newspaper and the wall paper in Gromit's bedroom)raising this above even the best that that big studios can produce. A film almost without fault which pays homage to the greatest and most farciscal works of the great Ealing comedy era (there is something sinister happening but, it isn't that sinister really). Watch this film and let the quality and clarity of the humour seep into your soul. A true mile-stone of animation which deserved it's oscar like no other animation ever will. Was the above comment useful to you? yes no
12 out of 12 people found the following comment useful :- cracking good story, 4 September 2001
Author: Markc65 from Burbank, CA The best film of the Wallace and Gromit trilogy, and one of the greatest films, period. Nick Park and the animators at Aardman are some true talents and gifted storytellers. Nick Park has made some great clay stop motion cartoons before, such as Creature Comforts, but with The Wrong Trousers he really topped himself. The technical aspects of the movie are amazing. The noirish lighting, the attention to detail, the small jokes in the background, the camera compositions and the fluid animation (it doesn't have that herky-jerky 301 look of most clay animated films) are awe-inspiring by themselves, but combined with such a witty story and appealing characters the result is something that truly deserves to be called a classic. Was the above comment useful to you? yes no
11 out of 12 people found the following comment useful :- "The Wrong Trousers" is filmmaking history that may never be paralleled, 9 September 2001
Author: Glacier571-3 from San Francisco Wallace & Gromit: The Wrong Trousers (1993): Calling this delightful and hilarious Oscar-winning masterpiece (brought to us by Nick Park, co-director of "Chicken Run," one of my all-time favorite films) the best claymation short ever is a lot like saying that someone just bought the best vehicle from a used car lot, so I'll go ahead and call this the best animated short ever, which it definitely is. No questions asked. It's brilliantly shot, paced, scripted, directed...to paraphrase Mary Poppins, it's practically perfect in every way. You can't help but fall in love with every single character on the screen, from our always-lovable cheese-loving inventor and his loyal canine companion to even the devious jewel-thieving penguin Feathers McGraw (the subject of the bestselling "Have You Seen This Chicken?" T-shirts). They are so well-rounded that Feathers nearly steals the show; it's impossible to keep a straight face at the sight of a penguin nervously wiping sweat from his brow, disguising himself as a chicken and firing a revolver, all while wearing the same stolid expression in his little peppercorn-black eyes. The wild train ride near the conclusion is a breathtaking segment that will never be topped by any other animation studio in this millennium or the next. I cannot recommend this work of genius enough. If you find anything whatsoever to dislike about it, I suggest seeking professional help immediately. Otherwise, pop this into your video or DVD player, put your feet up and watch this piece of animated history unfold before your very eyes. 10/10 Was the above comment useful to you? yes no
11 out of 13 people found the following comment useful :- Very funny, 22 January 2004
Author: rbverhoef (rbverhoef@hotmail.com) from The Hague, Netherlands Together with 'Wallace & Gromit: A Close Shave' and 'Wallace & Gromit: A Grand Day Out' this is one of the funniest things I have seen. The clay animation looks great, the stories are very ingenious and the jokes are great. If you get a chance to see this, please do so. You will have a great time. 302
I guess this one is the best from the three, although 'A Close Shave' comes close. You must see all three of them anyway, so it doesn't really matter. Was the above comment useful to you? yes no
8 out of 9 people found the following comment useful :- Claymation Spectacular, 5 December 2002
Author: Joo Loff from Lisbon, Portugal A prodigy of animation, "The Wrong Trousers" won the Oscar for best animated short. Nick Park is at fine shape here, as he displays not only the skill of his craft but also a narrative coherence and care that nearly overpasses the artistic talent. It's the advantage of stop-motion animation: each shot is carefully studied and considered, and the story moves forward having Gromit the dog as the main character, and he succeeds all the way in convincing us of his "acting skills", even though he doesn't say one word or make one sound. The film has a great plot: Wallace and Gromit are forced to let a room, and a grim penguin applies for it. Soon, the intruder takes over the house and replaces Gromit as Wallace's best friend. But there is more than meets the eye, and the rest of the story is too good to be spoiled. Constructing suspense to the very end, with hair-raising sequences until the last spectacular showdown and applying all the formulae that make a god movie, this is animation on the top of its game, and a great opportunity to see just how much you can raise the bar on claymation short features. Talent has never been so evident. Was the above comment useful to you? yes no
8 out of 9 people found the following comment useful :- The short that proves one shouldn't let one's spare room to unfamiliar penguins without excellent references!, 18 December 2001
Author: Robert Reynolds (minniemato@hotmail.com) from Tucson AZ This marvelous short won the Academy Award and is the best of the series, though all so far have been delightful! The praise heaped on Wallace and Gromit has been vast and well-deserved, so my additions are gilding the lily, but I'll still say something. The Wrong Trousers is funny, sad, insightful and just plain mad, frequently all at once. If there's any justice, they will remain in print in perpetuity. Most recommended. Was the above comment useful to you? yes no
303 8 out of 10 people found the following comment useful :- Superb Entertainment, 28 March 2005
Author: Theo Robertson from Isle Of Bute , Scotland This is a touching story . When Gromit found himself second to Wallace's affection I thought my heart would break . Poor Gromit , poor poor Gromit as he packs his bags and leaves the house my heart was breaking and the tears were flowing down my cheeks .
Did I mention that Gromit is a plasticine dog in an animated movie ? No ? Believe me I'm not some bleeding heart animal loving do gooder - I'm a very prolific IMDb reviewer perhaps the most cynical one on this site and I was totally moved and entertained by this animated film . If I enjoyed it how can anyone else not enjoy it ?
THE WRONG TROUSERS is the second and best of the Wallace & Gromit shorts . As with Nick Parks other work the animation where animals have idiosyncratic humanized personalities is superb but its the script co- written by Park and former DOCTOR WHO scriptwriter Bob Baker that is so enjoyable . The plotting and character interaction makes it touching and exciting and even this childless cynic enjoyed every single moment of it
If you're a parent and are wondering how to keep the kids quiet for over an hour maybe you should show them an episode from the new DOCTOR WHO series followed by THE WRONG TROUSERS . If that doesn't work as family entertainment nothing will Was the above comment useful to you? yes no
3 out of 3 people found the following comment useful :- Tenants, Trousers & Trains!, 1 February 2007
Author: ccthemovieman-1 from Lockport, NY, United States This was the second in a series of three short BBC programmes featuring a man and his dog. With a full-length feature film that came out a dozen years later (just recently in 2005). Wallace & Gromit is now far better-known. But, to those of us who "discovered" W&G back in the mid-to-late '90s, they were a fun pair we enjoyed in these three 30-minute shows.
"The Wrong Trousers" is best at the end with a very funny chase scene inside a toy train set. Earlier, Wallace, the inventor, is trying to invent a pair of remote-controlled trousers. He's a bit short on money so he rents out a room in house. The lodger prefer Gromit's room. Gromit is Wallace's pet dog. The dog is literally put out in the dog house, and is not happy about this.
In a crazy series of events, the tenant - an evil penguin - gets Wallace 304 inadvertently involved in a jewel heist and Gromit has to come to the rescue. It's very silly but the unique animated cinematography helps make this a winner. Was the above comment useful to you? yes no
2 out of 2 people found the following comment useful :- highly enjoyable, 22 October 2005
Author: rebeljenn from Bath, England 'Wallace and Gromit: The Wrong Trousers' is a highly enjoyable claymation tale about an inventor man and his dog companion, who happens to be smarter than the man himself. This tale involves a rogue penguin with an evil plan involving Wallace and Gromit and his inventions.
This is a warming tale about friendship and realistic characters, and children are sure to enjoy the imagination behind the story and the claymation and humour. Adults are also sure to love the same on a higher level. It's rare in a film to find a tale enjoyable to both children and adults, but 'The Wrong Trousers' succeeds in this.
This is a charming little short film, and it should be watched and enjoyed by all. Highly recommended. Was the above comment useful to you? yes no
2 out of 2 people found the following comment useful :- Forget CGI. Claymation is the best!!!, 6 May 2005
Author: comegetsum69 from United Kingdom *** This comment may contain spoilers *** Wallace and Gromit are great! Fact! And eccentric inventor, that looks like Prince Charles if he were bald, and a very clever dog whose eyebrows express his feeling more than words, makes for very enjoyable bank holiday viewing. The first 'film' (I put it like this because they are only about 30mins long) saw the duo fly to the moon. The third saw a cyborg dog. But this one, the second, surly wins it. A penguin disguised as a chicken, giant robotic trousers, a diamond robbery, and the greatest chase sequence ever, make this the best claymation film ever. Lets star at the beginning. Its Gromits birthday. He gets given a giant pair of mechanical trousers that Wallace makes to help take Gromit for his "walkies". Bills are too expensive so they have to rent out the spare room. A small penguin takes the room, however in the process kicking Gromit out the house, and stealing the trousers for a 305 robbery. The only one who can stop him is Gromit. I wont give too much away, but its worth watching the first 20, very enjoyable, minutes just for the train chase at the end. I have these on DVD and i will never tire of that sequence. Its just brilliant!! Was the above comment useful to you? yes no
3 out of 4 people found the following comment useful :- 'It's the wrong trousers Gromit, and they've gone all wrong!', 11 June 2004
Author: TheOtherFool from The Netherlands This is my first experience with the clay animated Wallace and Gromit series, and for sure it's not going to be my last, as this must be the hardest I laughed at a movie for years!
Wallace and Gromits quiet lifes come to an end when Wallace, who seriously needs the money, rents Gromits room to a penguin. Gromit immediately thinks something's going on when this penguin leaves his light and music on all night, but sneaks out of the house himself. Wallace however finds the little penguin a great treat, as he brings him the newspaper and his slippers.
Gromit thinks he's of no use anymore and leaves the house, right after his birthday on which he got a pair of mechanical trousers, which are playing a large role in this 30 minute comedy. You see, anyone with the remote can do with the trousers what they want, and the evil penguin is making a use of that.
So one day he lets Wallace slip into these trousers, makes him tired so he will fall asleep in the trousers. That way he can rob a diamond from a museum, and he succeeds. But Gromit was onto the little guy and when both come back to the house he's waiting for them to stop the penguin. A hilarious chase on little trains is the result.
So much for the story, let's start with the praise.
The animation is fantastic. The story is entertaining, compelling and even has some scary moments. The side gags are endless(ly funny). My favorite: while shadowing the penguin Gromit is watching him behind his newspaper. In the newspaper there's a story about: 'Dog reading paper'. I love that. And what about the scene when Gromit slips from the bed into the chair, and there isn't any toast ready. You know what's coming next, and Gromit as well... it's just fantastic!
But the end scene on the trains is the best part IMO. I don't know if anything can ever match that... it must've been the funniest thing I ever witnessed.
306 I would have written more, but I can't wait to watch 'Cracking Contraptions' next, so I'll just leave you with this: if you don't see in the fun in this, you're a lost cause. 10/10!!! Was the above comment useful to you? yes no
3 out of 4 people found the following comment useful :- The "Citizen Kane" of animated shorts?, 8 April 2002
Author: RobT-2 from Tulsa, Oklahoma I'm not the only one who thinks "Citizen Kane" is a great film because Orson Welles and his collaborators thoroughly exploited the potential of the sound film in telling their story, combining fine acting, intricate plotting and editing, and well-composed visuals and sounds in ways that just NAIL the viewer. Very few films have ever juggled so many filmmaking resources so well, but one of the few to do so, in my opinion, is the English clay-animated short "The Wrong Trousers".
As in "Kane", Nick Park and his crew of animators expertly combine a variety of methods in telling their story. The "acting," or rather the character animation, is wonderful, more so for the dog Gromit than for the goofy- looking human Wallace; Gromit's subtle expressions conveying everything we need to know about what he's thinking. Even more subtle is the penguin lodger, with a deliberately bland face but expressive gestures and body language. The plot is ingenious, with hardly an ounce of fat, and perfectly paced, starting slowly and gaining momentum almost imperceptibly until the climax.
The visual storytelling is excellent, especially since so much has to be conveyed without dialogue, and the clarity of the climactic sequence at the end marks a high point for film editing. The staging includes dramatic lighting and other bits of visual texture with which few animators bother. Finally, the music is one of "Trousers"'s most overlooked features--the sequence in which Gromit leaves in the rain while the penguin watches from the window offers a neat demonstration of music's effectiveness as a storytelling tool.
I don't really think "The Wrong Trousers" is really BETTER than "Citizen Kane", in an artistic sense. Of course, Orson Welles didn't try to make "Kane" as a 30-minute animated film with only three characters (two of whom are silent), either. As with "Kane", however, I get more out of "The Wrong Trousers" every time I watch it. Was the above comment useful to you? yes no
307 4 out of 6 people found the following comment useful :- Probably my favorite Wallace And Gromit Short., 22 August 2002
Author: LebowskiT1000 from Escondido, California, USA Nick Park and his crew really out-did themselves with this film! I thought this installment was even better than "A Grand Day Out", the story is more interesting and even funnier. The little penguin guy is hilarious! And the entire scene with the toy train is superb!
If you liked "A Grand Day Out" then you should definitely check this film out as well. If you like claymation, then you should also definitely check this film out. This film is great, and I hope you like it too. Thanks for reading,
-Chris Was the above comment useful to you? yes no
1 out of 1 people found the following comment useful :- The perfect family movie - something for everyone, 28 December 2005
Author: Mr Ben from London, England Anyone who watches movies with any regularity will know how hard it is to find a decent family movi.e.,, Indeed, the very phrase puts the fear of God in me when I see it in the listings as it will to anyone who has witnessed the crime against cinema that is "McCinsey's Island". One man who seems to be able to consistently produce quality family entertainment is vastly under- rated Brit director Nick Park and his unique clay animation. His vision and his wicked sense of humour has me in stitches every time and this is probably his finest hour, featuring his two most prolific and successful characters.
For those who don't know, Wallace (perfectly voiced by Peter Sallis) is a plucky inventor living somewhere in northern England. He loves cheese and creating bizarre machines but sadly, they are unable to provide him with much of an income. So Wallace is forced to let his spare room, much to the consternation of his long-suffering companion, a dog called Gromit. The room is soon spotted by a mysterious penguin, who moves in and proceeds to make Gromit's life Hell, almost as much as Wallace's latest invention - a pair of Techno-Trousers. But their guest has other things on his mind and soon, our heroes find themselves at the mercy of the wrong trousers!
The only possible problem you could have with any Wallace & Gromit film is that the humour is very British in tone (not a problem for me, I might add) but the simple truth is that this short film is sublime family entertainment, keeping both parents and kids amused with almost frightening ease. Even after multiple viewings, thanks to the BBC's uninspired Christmas schedule, 308 this film never gets tired due to the visual gags going on in the background. It is also better than the recent feature-length movie, "The Curse Of The Were-Rabbit", as it has better pace and is more in keeping with the tone of the series which I felt wasn't the case with the movi.e.,, A marvellous picture and one that everyone will enjoy. Was the above comment useful to you? yes no
1 out of 1 people found the following comment useful :- a modern classic, 26 December 2005
Author: Lee Eisenberg (lme@lclark.edu) from Portland, Oregon, USA In my opinion, Wallace & Gromit are to modern animation what Bugs Bunny was to classic cartoons: they truly set the standards. Following "Creature Comforts", Nick Park made "The Wrong Trousers". W&G take in a penguin as a boarder, and the little guy soon becomes Wallace's favorite. Gromit decides to leave, but then it turns out that this is no ordinary penguin.
I think that my favorite scene was Wallace "walking" around in the trousers; they must have had fun filming that scene. Watching these cartoons, one can see that "Chicken Run" was coming eventually. All in all, this is a cartoon that you can't afford to miss. Perfect.
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