So we are extending and building the underlying infrastructure that should allow this. It is what we do.
Our first focus is on film, fictional long form narrative expressed in the modern cinematic vocabulary. The reasons for this focus are explained elsewhere on this site, but they include the fact that film is where we collectively go to explore narrative introspection.
I have a deep respect for the high level of collaborative art one finds in the international filmmaking enterprise, but it time for the walls to come down between the community that creates films and that which sustains them.
It always has been a permeable wall anyway, and the growing use in films of self-reference and fourth wall techniques indicates pressure to break out.
Now we have the means to create a second creative, collaborative process among members of the audience to create metanarratives. Our initial examples will be collaboratively authored essay-like (wikipedia-like) constructions that are composed differently to every reader. But we expect that new means of expression can be enabled by synthesizing elements from existing films. Surely they will surprise us.
just as filmmakers use an expressive shared vocabulary and an evolving visual grammar, so too should consumers and reworkers of film narrative. All films are about other films, and all stories in life are extracted from art. It is narrative all the way down, so let's make the stairs less precarious.
Value Features
Well, that's easy to say. When we worked on this problem with manufactured goods, we came up with the notion of value features. These would be the primitive qualities that consumers would use in interacting with companies. More precisely, they would be the nouns and verbs that expert knowledge engineers would use to express what they found as consumer urges.
The idea was based on the existing rich vocabulary of product features that many domains use. Product features for a car would include explicit qualities like cost, safety, fuel economy and reliability. More important are the qualities that are less quantifiable: implicit notions about style and life narratives. Cars and other products start their lives being modeled in these abstract features. If it is not a consumer product as jet engines and semiconductors are, those implicit features include airline's confidence.
These get used on down the pipeline by means which we helped invent.
Clearly, many products do not start with this level of abstraction. Franchised film characters sold as toys are a good example. Other example class are mature products with the next instance simply improving some prior, settled design. But winning companies — usually via consultants — nearly always reregister product designs at this level.
Value features would be more abstract and directly pulled as structures from the narratives we use in life. We initially thought that these would be fairly easy to identify and map to product features. Our work on (partly) self organizing virtual enterprises did the job of dynamically mapping product features to process features (capturing the universe of taks to produce a product). This was hard, very hard, and involves some spooky math and slippery processes. But it was doable.
What we were not expecting that what we started calling value features would create a new career, become something of an obsession and extend far into other collaborative creative processes.