Interactive Story Player
Five interface directions for a branching story where the visitor becomes an apprentice of Hippocrates, and the developer handoff for the one that was chosen.
Overview
The script runs to 86 screens and it branches. A narrator takes you from the Foundation to the Asclepieion of Kos in the fifth century BC, you choose which apprentice you are, and from there Hippocrates asks the questions.
Two of the three characters are turned back with a reason: a woman could not be a doctor in that century, and a centaur is a myth. Those answers are part of the story, so they could not look like form errors.
The technical framework was already built, so the design had to fit it rather than the other way round. One screen structure had to carry narration, dialogue, a question with three answers, a story the visitor can skip, and a patient to treat, on a 1440 desktop and a 390 phone.
I drew five directions and carried each one across the same six screens, desktop and mobile, so the choice was made on like for like instead of on a single hero screen.
The direction that was approved is the quietest one. The darker directions photograph well and read badly, which is the wrong trade for a text people sit with.
The illustrations are AI-assisted. I curated and corrected them until the set held together: one light, one drawing style, transparent grounds so they sit on any field.
Skills: Interface Direction · Screen Design · Digital Storytelling · AI-assisted Image Curation · Developer Handoff
Five directions
Five ways to draw the same plant, carried across the same six screens and the same words, desktop 1440 × 900 and mobile 390 × 844. The illustration is what separates them; the structure stays put.
The direction that was approved
One illustration, one column of dialogue, and the step dots as the only navigation. Everything else stays out of the reader's way.
The handoff
Eight pages, so that nothing was left to interpretation in code: tokens, the type scale, spacing and grid, components, annotated screens, responsive rules, states and the asset list. Four of them here.
One screen, many branches. The story turns every second screen: a character, an answer, a tale you can skip. I kept one structure and let the content change inside it, because nobody should have to learn a new layout each time the story turns.