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Publications

InteractivityPrimer

Exploring the essence of good interactivity

by Mary Holmes, October 1995


Interactivity.

The word is synonymous with new media. But, what does it mean? Why is it important?

Simply, interactivity is the ability of a new media program, web site, kiosk or multimedia presentation, to allow its user to control the content in some manner. A user can control content by selecting routes, paths, or links through the program so they experience the information as they choose. A user can control content by adding information through their participation. This collection of information keyed into an application is the marketing bliss of interactivity -- the potential for concrete understanding of the consumer.

Interactivity, then, works for both sides, the creator and the user. But to collect information, the user must stay with the program. One of the realities of interactivity is that the user can choose to exit the program, leaving your presentation and message behind.

Interactivity is as much a part of the design of a multimedia product as an animation piece or a 3D graphic. Interactivity must involve, engage, and motivate the user to explore the product. It is a tool and it needs to be thought of as such regardless of application: education, training, entertainment, business or sales.

Bad interactivity happens. The user can be frustrated by muddled organization, too much information or poor instructions. User disappointment occurs with ill-conceived links, confusing routes, and incorrect labeling. By offering too much information, irrelevant choices, and confused routes, it is possible to alienate your audience from your content.

Interactive properties of new media should provide opportunities for the user: exploration, discovery, and collaboration. Well conceived interactivity knows its audience, understands their knowledge base, and uses the terms and phrases that are commonly understood by the audience. Good interactivity also takes account of the situation of the audience.

Know your audience. This concept is simple. Who is the audience? Knowing the audience vocabulary, both text and visual, is a bit more difficult. Mislabeled routes, unclear buttons, and confusing icons are a common mistake in new media. The best route is testing and asking questions. Are the words linking content understood by the audience? Did the audience get what they expected by following the link? For example, the HELP button should always bring you help. But, the question could be, help for what purpose? It could be "help" to navigate the software or "help" to order the product explored in the software.

Your audience situation is equally important. An interactive program on the floor of a trade show, with prospective clients, will be in a different situation from a student in a high school math classroom. It can be distracting on the trade floor, so your program must have a engaging opening "attract" sequence to entice prospective clients to explore the program. In a classroom of 30 students, a flashing attract sequence may not be necessary, but routes that allow for different learning styles and levels would be appropriate.

Keep the program focused. New media applications represent the possibility of endless information and can be victims of a unique kind of data exuberance. These question should always be asked: How much information is necessary? Are we giving our audience the information they need? Are we giving them what they want?

An article in the London Sunday Times, (12/4/94) "the end of the word is nigh" by Chris Barlas is worth quoting here because it introduces a notion of audience uniqueness.

"Multimedia is an ugly word, boringly descriptive of the technology and lacking any hint of the joys of content. Interactive multimedia is worse. To find the right word, we look to the east and borrow the 'koan' from Zen philosophy. It is a typical Zen word, in that a koan is always appreciated uniquely by the individual at the moment it is heard. . . ."

"Koan" is a perfect way of understanding the interactive multimedia audience. The user experiences the program on their terms. It is important to focus the interactive properties of your program and not alienate your audience with a technology that doesn't respond to their requests. Good interactivity will take into account its audience, their knowledge base and situation with a focused and responsive design.

Most recently associate producer for M & M Film Productions in Toronto, Mary Holmes has moved her media writing and management experience to the digital form. She has worked with Encyclomedia, a BBS for film and TV professionals, has a curriculum degree from the University of Toronto, and is a participant in the Interactive Media Management program at the Bell Centre for Creative Communications. Mary can be reached via E-mail at mmholmes@inforamp.net.


 







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