CONCLUSION This paper presented a reflection on the possibilities for alterna- tive navigation patterns and metaphors for a specific 2D physics development toolset. In the process of realizing the prototypes, the designers and developers collaborated with the designers assuming editorial and authorial roles that challenge established publishing practices. The outcomes of the project were too limited in scope (each prototype presented a minimum viable product content scenario) to measure engagement. The objective was to produce qualitative outcomes that focused on playfulness as a form to sustain engagement while exploring alternative navigation structures for industry application. As such, we successfully used the Verso toolset to prototype three unexplored interaction and navigation modes: 1. the use of a stage or field to drag and drop elements and then reveal the next stage of content, 2. the use of panoramic landscapes for free roaming and exploration of content in ways that affect the outcome or tone of the narrative, and 3. the simulated used of a x, y, and z through animation to navigate content from surface to deeper layers. ACKNOWLEDGEMENTS Three undergraduate design students at Emily Carr participated in this project: Emanuel Ilagan, Jacquie Shaw and Matthew Pierce. This research was funded by a grant from the Natural Sciences and Engineering Research Council (NSERC) of Canada. figure 1. Open Closets Lookbook uses a paper doll dress-up metaphor to draw connections between members of a communal closet. figure 2. The Red Pony encourages free exploration of the novella’s scenes while order and timing of dialogue affect the story’s outcomes. figure 3. Fish Families explores the use of depth as a metaphor for ad- vancing from chapter to chapter in this account of ocean animal life. REFERENCES [1] Colombo, L., and Landoni, M. Serious games or playful books? How interactive eBooks can better support leisure reading. Aarhus, Denmark: ACM Press, 2014. [2] Colombo, L., Landoni, M., and Rubegni, E. Under- standing reading experience to inform the design of ebooks for children. ACM Press, 2012. 272. doi:10.1145/2307096.2307143. [3] Deterding, S., Dixon, D., Khaled, R., and Nacke, L. From game design elements to gamefulness: defining ‘gamification.” ACM Press, 2011. 9. doi:10.1145/2181037.2181040. [4] Drucker, J. Performative materiality and theoretical approaches to inter- face. Digital Humanities Quarterly, 7 (1), 2013. http://www.digitalhumanities. org/dhq/vol/7/1/000143/000143.html. [5] George-Palilonis, Jennifer, A., and King, B. 2013. A framework for authoring interactive, tablet-based books: Multimedia textbooks and multiplatform storytelling. The interna- tional Journal of the Book, 10 (1), 2013. 19-28. [6] Knaving, K., and Bjork, S. Designing for fun and play: Exploring possibilities in design for gamifica- tion. ACM Press, 2013. 131-34. doi:10.1145/2583008.2583032. [7] Mana, N., Mich, O., De Angeli, A., and Druin, A. Interactive e-books for children. ACM Press, 2013. 593. doi:10.1145/2485760. 2485886. [8] Martin, C., and Aitken, J. Evolving definitions of authorship in ebook design. Stand Alone, 2012. 43-51. doi:10.3233/978-1-61499-065-9-43. 43