Interactivity

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Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks. [1]

Contents

Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels:

  1. Not interactive, when a message is not related to previous messages.
  2. Reactive, when a message is related only to one immediately previous message.
  3. Interactive, when a message is related to a number of previous messages and to the relationship between them. [2]

One body of research has made a strong distinction between interaction and interactivity. As the suffix 'ity' is used to form nouns that denote a quality or condition, this body of research has defined interactivity as the 'quality or condition of interaction'. [3] [4] [5] These researchers suggest that the distinction between interaction and interactivity is important since interaction may be present in any given setting, but the quality of the interaction varies from low and high.

Human interactivity SHUGA DEBATE - Lerato and Jezriel Skei talk Condom Usage 2019.png
Human interactivity

Human to human communication

Human communication is the basic example of interactive communication which involves two different processes; human to human interactivity and human to computer interactivity. Human-Human interactivity is the communication between people. The word interactivity is related to and stems from the term interaction used by sociologists, which is the actions of at least two individuals who exchange or interplay.  It requires levels of messages that respond to previous messages. Interactivity also refers to a communication systems ability to "talk back". [6]

On the other hand, human to computer communication is the way that people communicate with new media. According to Rada Roy, the "Human Computer interaction model might consists of 4 main components which consist of human, computer, task environment and machine environment. The two basic flows of information and control are assumed. The communication between people and computers; one must understand something about both and about the tasks which people perform with computers. A general model of human - computer interface emphasizes the flow of information and control at the human computer interface." [7] Human to Human interactivity consists of many conceptualizations which are based on anthropomorphic definitions. For example, complex systems that detect and react to human behavior are sometimes called interactive. Under this perspective, interaction includes responses to human physical manipulation like movement, body language, and/or changes in mental states.

Human to artifact communication

In the context of communication between a human and an artifact, interactivity refers to the artifact's interactive behaviour as experienced by the human user. This is different from other aspects of the artifact such as its visual appearance, its internal working, and the meaning of the signs it might mediate. For example, the interactivity of an iPod is not its physical shape and colour (its so-called "design"), its ability to play music, or its storage capacity—it is the behaviour of its user interface as experienced by its user. This includes the way the user moves their finger on its input wheel, the way this allows the selection of a tune in the playlist, and the way the user controls the volume.

An artifact's interactivity is best perceived through use. A bystander can imagine how it would be like to use an artifact by watching others use it, but it is only through actual use that its interactivity is fully experienced and "felt". This is due to the kinesthetic nature of the interactive experience. It is similar to the difference between watching someone drive a car and actually driving it. It is only through the driving that one can experience and "feel" how this car differs from others.

New Media academic Vincent Maher defines interactivity as "the relation constituted by a symbolic interface between its referential, objective functionality and the subject." [8]

Computing science

The term "look and feel" is often used to refer to the specifics of a computer system's user interface. Using this metaphor, the "look" refers to its visual design, while the "feel" refers to its interactivity. Indirectly this can be regarded as an informal definition of interactivity.

For a more detailed discussion of how interactivity has been conceptualized in the human-computer interaction literature, and how the phenomenology of the French philosopher Merleau-Ponty can shed light on the user experience, see (Svanaes 2000).

In computer science, interactive refers to software which accepts and responds to input from people—for example, data or commands. Interactive software includes most popular programs, such as word processors or spreadsheet applications. By comparison, noninteractive programs operate without human contact; examples of these include compilers and batch processing applications. If the response is complex enough it is said that the system is conducting social interaction and some systems try to achieve this through the implementation of social interfaces.

Creating interactivity

Web interactivity refers to interactive features that are embedded on websites that offer an exchange of information either between communication technology and users or between users using technology. This type of interactivity evolves with new developments of website interfaces. Some interactive features include hyperlinks, feedback, and multimedia displays. [9] Wikipedia is also an example of web interactivity because it is written in a collaborative way. [10] Interactivity in new media distinguishes itself from old media by implementing participation from users rather than passive consumption. [11]

Web page authors can integrate JavaScript coding to create interactive web pages. Sliders, date pickers, drag and dropping are just some of the many enhancements that can be provided. [12]

Various authoring tools are available for creating various kinds of interactivities. Some common platforms for creating interactivities include Adobe Flash and Microsoft Silverlight. Notable authoring tools for creating interactivities include Harbinger's Elicitus.

eLearning makes use of a concept called an interaction model. Using an interaction model, any person can create interactivities in a very short period of time. Some of the interaction models presented with authoring tools fall under various categories like games, puzzles, simulation tools, presentation tools, etc., which can be completely customized.

See also

Related Research Articles

Collaborative software or groupware is application software designed to help people working on a common task to attain their goals. One of the earliest definitions of groupware is "intentional group processes plus software to support them."

<span class="mw-page-title-main">User interface</span> Means by which a user interacts with and controls a machine

In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology.

Social software, also known as social apps or social platform includes communications and interactive tools that are often based on the Internet. Communication tools typically handle capturing, storing and presenting communication, usually written but increasingly including audio and video as well. Interactive tools handle mediated interactions between a pair or group of users. They focus on establishing and maintaining a connection among users, facilitating the mechanics of conversation and talk. Social software generally refers to software that makes collaborative behaviour, the organisation and moulding of communities, self-expression, social interaction and feedback possible for individuals. Another element of the existing definition of social software is that it allows for the structured mediation of opinion between people, in a centralized or self-regulating manner. The most improved area for social software is that Web 2.0 applications can all promote co-operation between people and the creation of online communities more than ever before. The opportunities offered by social software are instant connections and opportunities to learn.An additional defining feature of social software is that apart from interaction and collaboration, it aggregates the collective behaviour of its users, allowing not only crowds to learn from an individual but individuals to learn from the crowds as well. Hence, the interactions enabled by social software can be one-to-one, one-to-many, or many-to-many.

<span class="mw-page-title-main">Usability</span> Capacity of a system for its users to perform tasks

Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use.

Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated formats, it has also been applied to other forms of text-based interaction such as text messaging. Research on CMC focuses largely on the social effects of different computer-supported communication technologies. Many recent studies involve Internet-based social networking supported by social software.

Context awareness refers, in information and communication technologies, to a capability to take into account the situation of entities, which may be users or devices, but are not limited to those. Location is only the most obvious element of this situation. Narrowly defined for mobile devices, context awareness does thus generalize location awareness. Whereas location may determine how certain processes around a contributing device operate, context may be applied more flexibly with mobile users, especially with users of smart phones. Context awareness originated as a term from ubiquitous computing or as so-called pervasive computing which sought to deal with linking changes in the environment with computer systems, which are otherwise static. The term has also been applied to business theory in relation to contextual application design and business process management issues.

In Internet culture, a lurker is typically a member of an online community who observes, but does not participate. The exact definition depends on context. Lurkers make up a large proportion of all users in online communities. Lurking allows users to learn the conventions of an online community before they participate, improving their socialization when they eventually "de-lurk". However, a lack of social contact while lurking sometimes causes loneliness or apathy among lurkers.

The following outline is provided as an overview of and topical guide to human–computer interaction:

Social computing is an area of computer science that is concerned with the intersection of social behavior and computational systems. It is based on creating or recreating social conventions and social contexts through the use of software and technology. Thus, blogs, email, instant messaging, social network services, wikis, social bookmarking and other instances of what is often called social software illustrate ideas from social computing.

Human-centered computing (HCC) studies the design, development, and deployment of mixed-initiative human-computer systems. It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts. Human-centered computing is closely related to human-computer interaction and information science. Human-centered computing is usually concerned with systems and practices of technology use while human-computer interaction is more focused on ergonomics and the usability of computing artifacts and information science is focused on practices surrounding the collection, manipulation, and use of information.

Multimodal interaction provides the user with multiple modes of interacting with a system. A multimodal interface provides several distinct tools for input and output of data.

<span class="mw-page-title-main">User interface design</span> Planned operator–machine interaction

User interface (UI) design or user interface engineering is the design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing usability and the user experience. In computer or software design, user interface (UI) design primarily focuses on information architecture. It is the process of building interfaces that clearly communicate to the user what's important. UI design refers to graphical user interfaces and other forms of interface design. The goal of user interface design is to make the user's interaction as simple and efficient as possible, in terms of accomplishing user goals.

Strictly, digital theatre is a hybrid art form, gaining strength from theatre's ability to facilitate the imagination and create human connections and digital technology's ability to extend the reach of communication and visualization.

Cognitive ergonomics is a scientific discipline that studies, evaluates, and designs tasks, jobs, products, environments and systems and how they interact with humans and their cognitive abilities. It is defined by the International Ergonomics Association as "concerned with mental processes, such as perception, memory, reasoning, and motor response, as they affect interactions among humans and other elements of a system. Cognitive ergonomics is responsible for how work is done in the mind, meaning, the quality of work is dependent on the persons understanding of situations. Situations could include the goals, means, and constraints of work. The relevant topics include mental workload, decision-making, skilled performance, human-computer interaction, human reliability, work stress and training as these may relate to human-system design." Cognitive ergonomics studies cognition in work and operational settings, in order to optimize human well-being and system performance. It is a subset of the larger field of human factors and ergonomics.

Interaction design patterns are design patterns applied in the context human-computer interaction, describing common designs for graphical user interfaces.

<span class="mw-page-title-main">Interactive design</span>

Interactive design is a user-oriented field of study that focuses on meaningful communication using media to create products through cyclical and collaborative processes between people and technology. Successful interactive designs have simple, clearly defined goals, a strong purpose and intuitive screen interface.

End-user development (EUD) or end-user programming (EUP) refers to activities and tools that allow end-users – people who are not professional software developers – to program computers. People who are not professional developers can use EUD tools to create or modify software artifacts and complex data objects without significant knowledge of a programming language. In 2005 it was estimated that by 2012 there would be more than 55 million end-user developers in the United States, compared with fewer than 3 million professional programmers. Various EUD approaches exist, and it is an active research topic within the field of computer science and human-computer interaction. Examples include natural language programming, spreadsheets, scripting languages, visual programming, trigger-action programming and programming by example.

User experience design defines the experience a user would go through when interacting with a company, its services, and its products. User experience design is a user centered design approach because it considers the user's experience when using a product or platform. Research, data analysis, and test results drive design decisions in UX design rather than aesthetic preferences and opinions. Unlike user interface design, which focuses solely on the design of a computer interface, UX design encompasses all aspects of a user's perceived experience with a product or website, such as its usability, usefulness, desirability, brand perception, and overall performance. UX design is also an element of the customer experience (CX), and encompasses all aspects and stages of a customer's experience and interaction with a company.

<span class="mw-page-title-main">Interaction technique</span>

An interaction technique, user interface technique or input technique is a combination of hardware and software elements that provides a way for computer users to accomplish a single task. For example, one can go back to the previously visited page on a Web browser by either clicking a button, pressing a key, performing a mouse gesture or uttering a speech command. It is a widely used term in human-computer interaction. In particular, the term "new interaction technique" is frequently used to introduce a novel user interface design idea.

<span class="mw-page-title-main">Human–computer interaction</span> Academic discipline studying the relationship between computer systems and their users

Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)".

References

  1. Stromer-Galley, Jennifer (2004). "Interactivity-as-Product and Interactivity-as-Process". The Information Society. 20 (5): 391–394. doi:10.1080/01972240490508081. ISSN   0197-2243. S2CID   20631362.
  2. Sheizaf Rafaeli defined Interactivity as "an expression of the extent that in a given series of communication exchanges, any third (or later) transmission (or message) is related to the degree to which previous exchanges referred to even earlier transmissions. Rafaeli, 1988
  3. Sedig, K.; Parsons, P.; Babanski, A. (2012). "Towards a characterization of interactivity in visual analytics" (PDF). Journal of Multimedia Processing and Technologies. 3 (1): 12–28. Retrieved July 29, 2013.
  4. Parsons, P.; Sedig, K. (2014). "Adjustable properties of visual representations: Improving the quality of human-information interaction". Journal of the American Society for Information Science and Technology. 65 (3): 455–482. doi:10.1002/asi.23002. S2CID   8043632.
  5. Liang, H.-N.; Parsons, P.; Wu, H.-C.; Sedig, K. (2010). "An exploratory study of interactivity in visualization tools: 'Flow' of interaction" (PDF). Journal of Interactive Learning Research. 21 (1): 5–45. Retrieved July 29, 2013.
  6. Jensen, Jens. "'Interactivity' Tracking a New Concept in Media and Communication Studies" (PDF). Semantic Scholar. S2CID   51788170. Archived from the original (PDF) on 2019-03-03.
  7. Rada, R.; Michailidis, Antonios (1995). Interactive media. New York: Springer-Verlag. p. 12. ISBN   0-387-94485-0.
  8. "Vincent Maher - Media in Transition » Towards a definition of interactivity suitable for Critical Theory". Archived from the original on 2006-09-24. Retrieved 2006-02-10.
  9. Yang, Fan; Shen, Fuyuan (2017-03-27). "Effects of Web Interactivity: A Meta-Analysis". Communication Research. 45 (5): 635–658. doi:10.1177/0093650217700748. ISSN   0093-6502. S2CID   49649693.
  10. Santos, Cardoso, Caroline, Ana (2008). "Web Interactivity in the Perspective of Young Users". 2008 Latin American Web Conference. pp. 83–90. doi:10.1109/LA-WEB.2008.16. S2CID   14413957.{{cite book}}: |website= ignored (help)CS1 maint: multiple names: authors list (link)
  11. Flew, Terry (2014). New media (Fourth ed.). South Melbourne, Victoria. ISBN   978-0-19-557785-3. OCLC   868077535.{{cite book}}: CS1 maint: location missing publisher (link)
  12. "Improving interactivity with Javascript". Friendly Bit. Retrieved 2011-10-28.

Bibliography