Art Of Sequence

Art Of Sequence (AOS) is a set of open-source and free (MIT license) technologies designed to help create, publish and read born-digital stories.

By born-digital stories, we use this definition:

In the context of Art Of Sequence projects, a digital story is defined as any narrative which complete these conditions:

  1. is designed to be read on a digital platform;
  2. exploit the procedural nature of digital platforms;

A more complete explanation of this definition, with examples is available on this page.


AOS Overview

AOS is composed of several projects. Each project try to solve one general problem but all projects works together, by working with the same data formats:

  • AOSL: a universal format for digital stories;
  • AOS Designer (AOSD): a digital-story edition tool, allowing you to story-board and compose a digital story with other media;
  • AOS Web Player (AOSWP): a player that can read a digital story in AOSL format and play it in a web page (online demo:;
  • open source code base: to build new tools and players for digital stories creation and publication;
  • exporters: to convert stories from the generic AOSL format to other more specific formats, helping publication to different platforms (like web pages, Flash/Air applications, smartphone applications…);
  • other players: players implementations reading AOSL format directly and works in different platforms (native mobile, flash, etc.);

AOSL is the format which allow use to build tools and players that can works on all platforms. AOSD and AOSWP are the projects which, combined with AOSL for communicating together, form a basic chain of production for authors of digital stories.

More projects will come with time and community efforts.


We have several objectives to solve several problems:

  1. Allow authors to write a born-digital story once and publish it “everywhere”.
  2. Allow authors to exploit the specificities of digital platforms without requiring programming skills.
  3. Provide tools for developers to make better tools for authors and better players for readers.
  4. Be a demonstration, a proof of concept, of how it should be done.

To illustrate how we want to achieve these objectives, we wrote a little story…


  • Joël Lamotte

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