Great list. I am going to add some notes collated by Nick Hanson and team from the research we did around the Connected Studio “Future of Content: Interactive Video” season back in 2015. Still very relevant.
Immersion: When an interaction makes the user responsible for the outcome, the emotional outcome can be magnitudes higher than in linear content.
Repeat, return, share: Positive deterministic interaction strongly increases the desire to replay or spend more time with the experience
UI: Signpost engagement simply, and if a similar UX already exists (and is popular) you must copy it to reduce the cognitive load on the user to remove barriers to engagement
Layers: Interactivity should deepen engagement and not work against the story. Layer the narrative and reward engagement.
Decisions: should be central to narrative, powerful in their impact and few in number
Emotional engagement with the story is the key driver for users to interact
Prepare. Practice. Plan: Final video is expensive, you should only shoot when you’re ready. Use paper, use your phone, rough cut, rearrange and iterate until you’re ready to commit to film. Then shoot more than you think you need!
So… what do these look like as questions?
- What am I doing to give the user responsibility in the story?
- Are my interactions intrinsically motivating?
- Am I learning from the best UX that users are already familiar with?
- Is the reward for interacting satisfying?
- Are the interactions too superficial, or do they mean something?
- Where I am asking a user to interact to make a decision, does it matter? Will they care?
- Is the story emotionally interesting? Can I make the user curious or otherwise more invested?
- Have I tested this with real people, both users and performers?
- Can I make a complete version of this using just my phone?
I am sure there are many more. If you want to go further into learning from games, then Jesse Schell’s “The Art of Game Design: A Book of Lenses” is a dictionary of questions to ask about your work of interactivity.