Conor Britain Theory and Audience Analysis Work Portfolio
Table of Contents Page 2 5 Steps for Surviving in a Digital World Page 3 Adapting to the World of Everyware, Augmented Realities and Ubiquitous Computing Page 27 Design is Personal: Understanding Audiences and Applying Theory to Interactive Design Page 52 Analyzing the Interactive Audience:Understanding Your Consumers to Create Meaningful User Experiences Page 86 Top Tens in Interactive Media Page 104 Raising Reality to the Mythic ont he Web: The Future of Interactive Documentary Page 1367 Sample Blog Posts
Have a Plan
Be Relateable
Use Smart Design
Listen
Adapt
With so much change occurring every day, it’s easy to get caught up in the fray without fully understanding it first. Proper planning will prevent wasted time and resources. Understand your users through User Personas, decide how can you fulfill their needs , and isolate the tools and strategies which will best serve your goals.
Make the people within your organization visible – there can no longer be a faceless corporation. Give people a reason to like you by being helpful and by giving out free information and services. And forget about controlling your brand’s image – worry about getting tagged with the right one.
Design is possibly one of the most important aspects of interactive communications. Without an approach that appeals to people, your efforts may be wasted. Make sure the user is given choice and control, and make sure your design is intuitive – nothing turns away a user faster than confusion.
People are going to be talking about you, and on the Internet, word spreads fast. Do your best to make that word a positive one by embracing honesty and criticism. By giving people channels to talk about your brand, you can learn what people are saying and leverage that free advice to improve your organization.
Keeping up with the curve is imperative, and putting yourself one step ahead of it will give your organization a major advantage. Keep up to date with technology and trends, and if you encounter a better way to do something, remain open-minded. Learn from others and experience to alter the plan when it becomes necessary.
1 2 3 4 5 2
1 Have a Plan IDENTIFY
BECOME
FULFILL
GIVE
KNOW
PROVIDE
with user personas
personable and likeable
the needs of your users
in the gifting tradition of the web
why you’re doing it
5
Be Relateable
incentives for users to return
3
Adapt
STAY CURRENT
on the latest trends and technologies
4
Use Smart Design
make your design
Listen
INTUITIVE
with choice and control
BE OPEN
GUIDED
BE FLEXIBLE
EFFICIENT
to change, innovation, and criticism
if a better option comes along
by the needs of your user persona
INVITE
in writing and function
feedback
DON’T HIDE
anything - be open and honest
ENGAGE
the groundswell
5 Steps for Surviving in a Digital World
Adapting to the World of Everyware, Augmented Realities and Ubiquitous Computing A Synthesis Paper by Conor Britain Table of Contents:
Synthesis Paper Pages 2‐4 “Studying Past, Present to Project the Future” Notes and Synthesis Pages 5‐7 “From Imagining the Internet” Notes and Synthesis Pages 8‐11 “Interactive Design is a New Field” Notes and Synthesis Pages 11‐17 “Looking Ahead 150 Years” Notes and Synthesis Pages 17‐18 “Futures Thinking” Notes and Synthesis Pages 19‐24
Why, as communicators, do we invent? Is it to communicate? To share? To entertain? Looking at the progression of human communications, from the printing press all the way to the internet, there is a clear underlying trend towards “making the world smaller,” with each successive device bringing change and new opportunities to our world. In fact, our reactions to seeing new communications tools, whether it be the radio, the telephone, or the internet, have reflected this, as we look to new devices to connect the world, bring about peace, change politics and economies and give our democracy, intelligence and lives more meaning. However, our collective achievements in technology hasn’t always been fully embraced; refer to any of the great inventions of our time and you’ll surely find many examples of naysayers and nonbelievers (even the Radio pioneer Lee De Forest condemned the pursuit of television.) But getting past doubters and keeping excitement up while pursuing new trends is an essential part of progress. According to “futures thinking,” properly analyzing new trends and possibilities requires critical thinking, intuition, research, and collaboration with stakeholders, which includes convincing the 20% of innovators who will follow you and letting their support mobilize others to get excited about it as well. Progress is as much a social hurdle as it is a technological one. So, with all of the progress in the past century and a half, the inevitable question becomes “where is it all going?” Well, in a complex adaptive system such as our world, one can never be sure, but one of our more probably futures will include “ubiquitous computing” – the notion that technology and the internet will soon be integrated with our world, always on, always connected, and always there. Where each new milestone in communications brings the world closer, the culmination of such a chain is to be constantly connected with everything at the same time, reducing geographical distance to a non‐issue. With ubiquitous computing, this is a reality – always being connected means always having access to the world’s wealth of information and people without have to leave your living room. However, the promise of invasive, ever present technology means a new world to which we’ll have to adapt. Learning to navigate this world will be a major issue facing humans, and to accomplish proper integration with an ever‐connected world we’ll have to have both an understanding of the network in which we live and intuitive design and interfaces through which we use the technology. A utensil without proper design is often useless; as are the interfaces we use to connect. By weaving good design with technology, we can maximize our ability to use these tools. Such design will include augmented realities that blur the lines between virtual and real to the point where they’re indistinguishable; haptics and human‐ computer brain connections that will deepen the relationship between human and machine; mirror worlds that make us question where we’d rather spend our time – in the virtual or the real? Design will be a crucial component to making these new technologies a mainstay. But What does this all mean for us? How will Everyware, ubiquitous computing, alternate realities and advanced artificial intelligence change the inner
aspects of our lives? One major issue will be with privacy vs. convenience: how can we retain our privacy when an ambient internet can (and does) know nearly everything about us? Will we trade privacy for the convenient lifestyle Web 3.0 will bring us? Furthermore, how will Everyware change our social dynamics? In a world where everything is broken down into numbers and patterns, including relationships, how will we value human to human contact? Will a computer’s definition of friendship satisfy us? Social norms will change, and augmented realities will be a driving force behind this change. However, there are other demands that will be placed on us besides figuring out our social identities and values. With artificial intelligence getting smarter all the time, we will either have to let it surpass us or augment our own intelligence to keep up. Being “hyperconnected” is something that everyone will have to deal with (not just those of us who are addicted to our Blackberries), and information overload is something everyone will have to manage. (Could it be possible that there will be a demand for therapists who help us streamline our lives, like an advanced form of lifehack.com?) As if the universe’s wealth of information wasn’t enough to overwhelm us, augmented realities will ask us to give attention (an ever scarce commodity in the future, according to the idea of an Economy of Attention) to new places, ideas and concerns. One aspect that I am particularly interested in is how we will define “lived” experiences in augmented realities. If we see or attend a representation of an event in a mirror world (which, thanks to technology, will be a perfectly accurate portrayal to the real event) will we categorize it as real? If this is accepted, will the documentary still be necessary? Or will the documentary be redefined as guiding someone through an experience in an AR? After all, if the documentary is about showing, observing and teaching, couldn’t experiences in ARs be a more intimate, true form of documentary, even if they aren’t based in the “real world?” On the brink of such a radical new future, one of the best tools we can incorporate into our jobs and daily lives is “futures thinking.” By constantly scanning the horizon for emerging trends and issues, categorizing them, discussing them with other stakeholders, and creating action plans defining how we’ll prepare for or embrace the trends, we can give ourselves a competitive advantage and stay ahead of the curve. Finding trends and emerging issues requires collaboration (remember, change is a social hurdle as well), diligence, critical thinking, and perseverance. It is a constant process that will tax the mind, but the rewards for doing so are many. To be a proper scanner of the horizon, one must not only subscribe to many hubs of information, but read and contribute to discussion and insight. It is not so much a practice, but a complete change in how we think and view the future. By keeping up with tomorrow, we can ride the wave of progress so that we’re always adapting to change instead of reacting to it. We may not all be the Philo Farnsworths of the new millennium, but we can be the Matsushitas – the people who look for, analyze and react to trends before they hit critical mass– and best
prepare ourselves to thrive in the world of the future. Like change, adaptation is inevitable in a world that promises such technological advancement; the question we’re faced with answering is how prepared we’ll be to adapt. For the individual or firm hoping to succeed in the future, that answer is simple: more than enough.
Past and Future: And Interactive Media Chronology Text = Synthesis
1. Studying Past, Present to Project the Future ‐Nicholas Negroponte: when everything goes digital, everything will change
‐no more nation‐states?
‐compete w/ imagination rather than rank
‐“Internet of Things” – everything will have an IP address and geoweb info ‐Interfaces are designed to get the job done, from tools to websites The future is one where the internet isn’t just something we connect to when we sit down to our computers; it’s going to be an integrated aspect of our lives, to the point where it will be inseparable, unable to be turned off. It will change our values, relationships, everything. Early Computing
‐ENIAC – first computer, Electronic Numerical Integrator and Computer
‐George Boole – developed the Boolean system, a logical and symbolic reasoning upon which computers still rely today
‐Vannevar Bush – differential analyzer (1925) allowed for integration and differentiation in electrical computation
‐First formalized the idea of the internet, a common pool of info
“Moore’s Law” – Developed in 1965, saw that the number of transistors per chip and performance was increasing at a particular rate, said it increased by 35 percent every 18 months. Holds true today. Progress seems to start with ideas and ends in action; if the idea to future thinking is to finding patterns, there’s many to be found in the how we progress alone, as Moore’s Law illustrates Early Internet
‐Eisenhower initiates “Advanced Research Projects Agency” (later DARPA) for nuclear defense reasons, later becomes an agency devoted to investigating the idea of networked computers when J.C.R. Licklider arrives
1960’s:
‐Licklider, Kleinrock, Baran, Roberts begin researching a connected world through computers ‐ develop an informal e‐mail ‐Donald Davies – propose idea of packets ‐1969 – Steve Crocker “Request for Comments” (RFCs) lays tradition for adopting new standards and democratic nature of the internet ‐1969 ARPANET launches with 4 machines
1970‐75
‐ARPANET reaches 12 machines
‐FTP is invented, allows machines to exchange files
‐Ray Tomlinson estables first e‐mail between two machines and introduces @ symbol
‐1974 Vinton Cerf of UCLA and Robert Kahn – Tranmission Control Protocol and Internet Protocol (TCP/IP), which makes Internet faster and more efficient, letting more people participate and bringing down price
1976‐79
‐Robert Metcalf develops Ethernet (1976)
‐Jimmy Carter – computer driven candidate
1980‐89
‐NSFNET allows regional networks to be established around the country
‐More networks emerge: BITNET, USENET, UUCP
‐Tim Berners‐Lee of CERN writes memo regarding invention of a worldwide network for sharing information 1990‐95 ‐Berners‐Lee creates the first World‐Wide web by creating first html source code. ISPs allow people to dial up to get access to internet ‐1992 – Internet Society was founded w/ Cerf and Kahn at the helm ‐Mark Andreesen launches Mosaic, first GUI internet browser
‐By 1995 Internet has 16 million users It took the Internet a mere four years to reach 50 million users, and only a few more to reach 1 billion. Interesting to note how the internet started with government involvement, usually the last of the institutions to “catch on” according to section 5. However, the internet still progressed with the few “radicals” in Licklider, Cerf, Kahn, BernersLee and etc., only to be capitalized upon by the ISPs…but then again, they certainly were incorporating future thinking, as the money in their bank accounts signify. Top 50 Moments in Internet History Notes
‐1987 GIF Image introduced…still the standard for today ‐1994 SSL (Secure Socket Layer) encrypts sensitive data…still the standard for today ‐1997 RSS – feeds based on XML language that allow web subscriptions…podcasting reliant on this ‐Usenet – essentially the first messageboard…still exists today ‐The Well – an “intellectual watering hole,” respected for the conversations amongst geeks, futurists and philosophers ‐1996 – ICQ becomes the first global GUI based instant messaging client and is bought up by AIM ‐1993 – The Tech, an online newspaper at MIT, becomes the first of its kind ‐2000 – AOL acquires Time Warner for $160bn, making it obvious that the Internet was no longer to be just a place for text and graphics ‐Javascript invent in 1995 Noticing a trend here…a lot of things that are still “standards” today have been around a long time. While clearly SSL and GIF are industry standards, surely they aren’t without flaws? Will they survive to the New Internet? In an age where everything is progressing so fast, it’s really a wonder that these things are still around.
2. From Imagining the Internet The Social, Political and economic impacts of networks: predict the future based on things that do not change
Innovators – Marconi, Farnsworth, Andreessen, Berners‐Lee
Entrepeneurs – well connected, allow innovation to happen
Establishing of Rules – governing bodies, laws, structures, etc
Reaction to inventions of Telegraph, Telephone, Radio, Television, and Internet all express similar sentiments:
Peace making functions by connecting people
Connecting the world, making it smaller
Make previous institutions obsolete
Change politics and economics
Further democracy, tool for grassroots, movement out of cities
Lead to an advanced form of transmission intelligence
It might be more pertinent to describe these things as REASONS we invent, progress, and accomplish the seemingly impossible. World Changes Due to: ‐Telegraph: first “instant messaging” via Morse Code, geography no longer limiting ‐Radio: Broadcasts of church services, programs, newspaper tie‐ins, courses; 80% of America had radio by 1939 ‐Telephone: Brought personal communication to the home; the issue of privacy comes into play ‐Television: Television programming succeeds due to competition, laid‐back gov’t, spirit of invention; Noticing another trend here in the development of technology…world getting smaller and smaller until
it’s how small? Until we’re seamlessly integrated with the rest of the world: ubiquitous computing! Thoughts on reactions to inventions Always a biting criticism of the device, proclaiming it’s not worth the money – 20% of abstainers, anyone? At the same time, always a profound optimism, goes to show when the idea is there often times it can be done – 20% of the innovators, anyone? Idea that America doesn’t have time for television: very funny. Indicative of how shortsighted we actually are to our own uses for technology Key Thoughts on the Internet:
‐Will we allow computers to become smarter than us? Will they own us?
‐Will we prefer to live in the internet universe? ‐Economy will be based on relationship, not possession; knowledge is currency ‐Who’s controlling it?
Web Gems: Where does individual liberty fit into the internet? ‐Alvin Toffler – Magna Carta for the Information Age: Knowledge will overthrow power, making us have to redefine basic concepts such as freedom, self‐government, property, community, etc. ‐Clinton administration’s Clipper Chip: big brother tries entering cyberspace ‐Some believe big brother isn’t able to exist with the freedom of the internet The framework for individual liberty was laid when the founders of the internet used open discussions to make decisions, yet once we reach ubiquitous computing what will we be able to control or keep private? Essential that we always can “opt out” as Greenfield states and know where information is coming from and going.
Future of Networks:
‐Internet is merely an early collective consciousness: godmind ‐Internet is an organism, a creature that is ever evolving, communicating with itself; one day computers will speak to each other
‐Computers may one day think for us
‐Be able to build upon itself with nanotechnology
‐Computers will be sensory, active in our very environments and interacting with us ‐Must understand the ways and means of networks to survive in such a world Once computers can communicate and adapt to each other, userinterface issues with internet should essentially come to an end, as they will be able to selfcorrect, be intuitive, and be flexible. These implications alone are enormous. The Web’s Awake: An Intro to the Field of Science and Concept of Web Life”
‐The web should be considered a living organism – a single member/unit ‐The Semantic Web: a Web that can read its own data, which exists in data upon data upon data,, so that it can read its own weaknesses and automate itself, becoming independent ‐Society’s collective consciousness on the web is what kickstarts the new Web, but where does it go from there? We’re building the web right now with out own knowledge and intellect until we reach a point where the internet can take over for itself, like a parent teaching a kid to ride a bike. Once that kid is off and running, though, will we be able to control what roads it goes down? The crazy thing is, it won’t even be following the roads we’ve created; it will make its own paths, if it follows paths at all. We just can’t know for sure.
What is Web 3.0?
‐Functions like a human being, understands humans and interaction, can be intuitive and resourceful ‐Operate like a personal servant Can’t help but wonder why a selfconscious internet would be interested in serving mankind.
3. Interactive Design is a new field
1990 – Mitch Kapor’s Software Design Manifesto” ‐Says designers need to be on the same level as programmers in order to create a proper interactive experience ‐Believed achieving this was done by creating a professional discipline and a community
Interaction Design: (Mark Rettig) ‐Does the product connect with goals
‐Repeated interaction and activities are in context
‐The interface is used over time by different people
‐The presentation of information and controls
‐Information is organized and functional
Interaction Design Association (IxDA) manifesto: “We believe that the human condition is increasingly challenged by poor condition by advancing the discipline of interaction design. To do this, we foster a community of people who choose to come together to support this intention. IxDA relies on individual initiative, contribution, sharing and self‐organization as the primary means for us to achieve our goals.” A utensil without proper design is often useless; as are the interfaces we use to connect. By weaving good design with the technology, we can maximize our ability to use these tools.
The Future of the Internet III: Selection 1 The Future of Augmented and Virtual Reality
‐MMORPGs: The following aspects of these provide insight on the future of leadership, because these games are successful due to:
‐Engaging people in practice of useful pursuits
‐Working in ad hoc teams
‐Distributed decision making
‐Leadership through collaboration
‐Internet has always been a place of augmented reality ‐Interface is important ‐Online networking: self‐actualization, helping people satisfy needs to be effective, contributing, creative, mature and capable ‐Mirror Worlds (google earth, virtual earths, secondlife): our immersion in them will change our social norms ‐More internet means more crossover between reality and augmented reality ‐Cell Phones and GPSs give us augmented realities, making us more synchronous with our geography ‐ARs are being utilized to make social difference (global‐awareness overlays on Google Earth) ‐As people begin to leverage virtual info to augment realworld needs, the line between virtual reality and the real will blur ‐Mobile devices will be able to mirror the real‐world, giving us useful data at what’s around us ‐VRs and ARs aren’t without their problems: create issues of national security, health and dangerous social trends Augmented realities sound like the visors characters don in scifi movies where they tell them statistics of the environment around them; essentially, though, that’s what they are! Augmented realities – what potential do documentaries have in the augmented reality? Don’t these globalawareness overlays provide a sort of documentary experience?
Future of the Internet Part II: Future of HumanComputer Interfaces
‐WIMP: Windows, Icons, Menus, and Pointing; only the beginning
‐Two Trends in computing
1. Mobile Internet
2. Embedded networks/computing – ubiquitous computing
Ubiquitous Computing
‐Context‐aware, personalized, anticipatory
‐Will change everything from human organization to brushing teeth
‐Real and Virtual will become indistinguishable
‐Always on … transparency
‐Computers will listen, talk, read
Display Screens becoming flexible and dynamic Display screens becoming flexible seems to be a huge step in technology. Could this save the newspaper?
Input Devices:
‐WiiMote – utilizes gyroscopes and accelerometers ‐LtWv Wrist Vmote Lightglove – allows one to remotely use devices by reading hand movements
Input Methods:
Text based input is not going away; humans can read faster than listen ‐Speech recognition: uses statistical info about word patterns, but difficult to perfect because of the imperfections in speech, dialects, and body movements used to communicate ‐Subvocalization: the electrical impulses made right before speaking, perhaps the key to perfecting voice recognition ‐E‐pen and E‐paper: handwriting recognition is more likely due to flexibility; LiveScribe analyzes handwriting while matching audio input to pen strokes; EPDs (e‐paper displays) can be read in daylight and draws less power than LCDs
I wonder if speech recognition will eventually just become thought recognition…if Emotiv’s headset can sense electric activity in the brain, why shouldn’t we think there will be a time where we can have our thoughts alone transferred to epaper? ‐ Thin‐Film‐Transistor Technology: Allows for folding screens for cell phones and e‐readers Haptics
‐touch output or delivery of a tactile sensation from a device to user ‐coordinate sensors, actuators, magnets, motors, etc to simulate pressures and textures ‐gives physical feedback to user, ground breaking for medical equipment and gaming interfaces I had actually thought of haptics when I was younger in the context of video games (of course): what if there was a game where you could where an outfit where you could feel the environment within the game? Feel textures, temperatures, even where you were being “shot.” While it seemed cool at the time, now I realize how important this technology could be; it’s a powerful ability to be able to feel, and the ability to feel things that aren’t really there would be an even more powerful tool indeed.
HumanComputer Brain Connection Interfaces ‐Emotiv Systems’ headset transmit signals from player’s facial movements and electrical brain activity to effect avatar’s appearance in game ‐can detect emotion, expressions, and actions to manipulate the VR world ‐mentally tagging objects ‐A new energyefficient chip could use human body heat as an energy source
Future of the Internet Part III: Hyperconnectivity
Being hyperconnected means alwayson state of engagement
‐brought about by PDAs, social networks, wikis, VoIP, etc.
‐lifestreaming 16% of people already fit hyperconnected criteria: being reasonabliy happy and willing to communicate w/ work on vacation, from bed, places of worship, etc.
1 trillion connected devices in next 1318 years (David D. Clark) People see no boundary between using Internet connections for personal and professional communications Hyperconnected Stats:
‐Checking e‐mail from mobile device 100% of the time ‐Keeping portable device nearby at night for incoming messages (43%)
‐Checking e‐mail everyday on vacation (83%)
‐Checking e‐mail in bathroom (37%)
‐Checking Blackberry 85 times a day or more
Issues in hyperconnectivity
‐Should employees be paid for doing work overtime on devices?
‐Does multitasking help or hurt productivity?
‐Is hyperconnectivity a form of addiction?
‐Is hyperconnectivity/multitasking effecting family life?
Flood of information is creating an Attention Economy ‐Information Overload: we’re trying to multitask so many things, but this is inherently impossible; instead, we’re just switching from task to task ‐Others say that info overload is like saying there’s too much food at a buffet; we simply need to do a better job at choosing what we take in
Cures for Info Overload: ‐BETTER DESIGN is the key to helping us navigate info overload
‐“Lifehacker.com” Sounds like the future will have need for therapists that help people cope with their everconnected lives. ‐Leveraging ubiquitous mobile connections through collective intelligence
‐There are even therapeutic effects in sharing info.
‐Clay Shirky: “This isn’t the sort of thing society grows out of, it is something that society grows into.” While time will tell how well we become at managing information and divide our attention, I think it interesting that technology is flooding our lives at a rate where we don’t adapt technology into our lifestyle; we adapt our lifestyles to technology. Everyware: The Dawning Age of Ubiquitous Computing ‐Everyware is the idea that ambient, intelligent, pervasive computing will become integrated into our world ‐All info processing we rely on our phones and the WWW for becomes accessible from anywhere, anytime in context‐based deliveries ‐Trading access to our privacy for increased convenience – and we’ll accept ‐RFID and GPS are accelerating this concept ‐Ubiquitous computing will allow for the constant input of data and metadata, pushed to you when you want and depending on what you’re doing; sharing of data will lead to near limitless efficiency ‐Clothing can adjust to atmospheric inputs, rooms to your moods, quantify your relationships in numbers and levels of “warmness,” etc. etc. What will social relationships be like in the future if everything is going to be quantifiable? Don’t relationships work because there’s something intangible to them? Wouldn’t some great relationships not exist if we were told that, mathematically, a relationship didn’t make sense? This is going to be a very interesting humaninterest issue as Everyware develops.
‐Identification abilities will make a mockery of the phrase “Your papers, please.” ‐Adam Greenfield: “Information never does leave the world. It just keeps accumulating, simultaneously more explicit, more available, and more persistent than anything we our societies have yet reckoned with.” The ultimate strength of computers and robotics is/will be that they can review and make conclusions about data far faster than humans could, allowing us to reach places or implement ideas far faster than otherwise. But what will humans be able to contribute at this point? Emotions? Contexts? If computers can analyze human emotions and actions, though, they could essentially predict and mimic human behavior…does this mean the only thing that keeps us human is having the ability to be unpredictable? “The Technologist’s Responsibilities and Social Change” two key principles for inventors: 1. Build it as safe as you can 2. Tell the world at large that you are doing something dangerous Greenfield: Users must be able to opt out at any point.
4. Looking Ahead 150 Years
20102014 ‐2010: New and improved internet ‐2010: FRID/GPS can track anything ‐2010: Super Supercomputers (Petaflops baby) ‐2012: Food as designer medicine ‐2012: Intelligent fabrics, respond to weather, monitor vital signs, etc.
2015
‐Teleportation is deemed possible and is in development ‐Genetic profiling used to modify more plants, insects, and animals in the food chain for therapeutic drugs and optimize pollution‐fighting properties
‐Human cloning takes place ‐Autopilot vehicles common ‐Smart, Adaptable Materials evolve – materials can change shape, self‐ repair, change color
20162025
‐2020: Immersive virtual‐reality worlds ‐2020: Ubiquitous robots – will humans increase their intelligence or be surpassed by AI? 2025: Paint‐On Power Generation 2025: Holographic TV
20262045 ‐2035: Biostasis in Space: metabolisms will be slowed so aging in space doesn’t occur ‐2045: Singularity – the point at which the simultaneous acceleration of nanotechnology, robotics and genetics due to self‐improving intelligence causes a jump incomprehensible by humans. ‐2045: Space Elevator/Moon Base
20462150
‐2050: Mars Colony ‐2050 and Beyond: Time Travel – Amos Ori says mathematically time travel is possible, requires “closed, time‐like curve,” possibly cataclysmic ‐2050 and Beyond: Brain Downloading – virtual immortality While interesting, these predictions are based on what we know in the here and now. Like futures thinking explains, there is always the possibility of wild cards, and in a complex system there will always be unseen variables. To keep these on our radar is important, but will we really be displaced by computers by 2045? Like the text says, we thought we’d be at places far different from where we are back in the early 1900s…what’s to say our thoughts on the future should be any more accurate?
Chapter 5: Futures Thinking Preparing for the Future
‐Goal is to realize possible futures, steer towards the desirable one
‐How will change effect our lives? Hobbies? Families? Economies?
‐Four Tools to Prepare:
1. Intelligent Horizon Scanning
2. Continuous Strategic Thinking
3. Dynamic Action Planning
4. Engaging in Collaborative Thought
Starting Futuring: Ask “what if” questions
‐Strategic Foresight: reveal possibilities, explore what they could mean
‐Tactical Foresight: create strategies in the short term
‐To develop good strategies, must encourage challenge:
‐Inspire
Engage
Enable
‐Replace “gut feelings” with sought out research of the future, using information to analyze trends and patterns ‐STEP: political, economic, social and technological changes where trends occur (Also environmental and legal) Overcoming Roadblocks: not fully utilizing team or resources due to lack of resources, concentration or belief in the research Futures Thinking seems to require a combination of creativity, intuition, diligence, and teamwork; in fact, what major pursuits in life don’t require these things? Spotting new trends and exploiting them leads to competitive advantage
‐Be original, fresh; don’t rely on the mainstream media alone
‐Be agile, not reactive; always ask:
‐How are values and opportunities changing?
‐How will business as usual have to change?
‐When?
Key Cognitive Skills:
‐Trend assessment (most qualitative)
‐Pattern recognition
‐Systems perspective (seeing system as a whole)
‐Anticipation
‐Analysis and logic (Most quantitative)
‐The impossible is usually not impossible, and we can shape the future Future Outcomes Outputs: (some key components)
‐Assessment of the issue
‐Definition of key questions
‐Horizon scan for upcoming changes/trends
‐Exercises in breakout thinking
‐Scenario plans of potential futures
‐Competitor analyses
‐Stakeholder surveys of their desires, attitudes and behaviors
‐Plausible responses
‐Action plans and roadmaps
‐New higher order understanding and better questions
‐key is getting early engagement and support to drive project
Organization and clear communication seems to be recurring themes here; whenever you’re tackling something as unpredictable as the future, it’s clearly important to always visualize different scenarios, take a look at what’s on the horizon, how other people are interpreting information, and keeping engagement and support for the project up.
Strategic Thinking
‐point of view on the long‐term position of an organization in the future ‐systematically think about and develop alternative futures in order to make better decisions today ‐detecting emerging signals ‐Looking at: business, economics, environment, lifestyles, politics, society, etc… ‐where we are…how we might get there…where might we be?
Assessing and Selecting Trends: Key points:
‐Trends don’t exist in isolation
‐Trends are predictions based on present facts
‐Trends have uncertain paths
Selecting Trends:
‐Four tiers of trends
‐Quantitative Assessment looks at: potential, likelihood, urgency, complexity, change type, and opportunity, motivation, risk, cost, etc. ‐Qualitative Assessment looks at history, current conditions, data points, assumption, supporting data, drivers & inhibitors, counter trends, trigger events, next steps, etc. ‐Create scenarios to find the middle ground which is most likely to happen, adapting a vision where strategy is flexible as the future unfolds. Futures Networking – maximizing the breadth and depth of all inputs to a project and communicating the outcomes successfully to stakeholders ‐Collaboration is essential for strategic thinking, action planning, horizon scanning and networking ‐Ask every stakeholder “How will future be different” and “What should we do about it?” – will reveal different signals of change Starting large and going small – makes sense, but this system is also nice in that it doesn’t discard the
less important trends, it just keeps them on the backburner, ready to roll in case that trend picks up. It’s flexible and adaptive – just like the future. Action Planning: ‐defines strategy based off of horizon scanning and strategic thinking and making decisions in order to pursue it D.E.C.I.D.E.
‐Define program
‐Explore choices
‐Chose strategy
‐I.D. consequences of choice
‐Do
‐Evaluate
‐Comprises of future briefing, breakout thinking, scenario planning, agreed strategy, and action plan ‐Future Briefings – summarize research undertaken so far to reveal trends, uncertainties, wildcards, and drivers of change
‐Important to eliminate undue bias
‐Editorial Review – copy editing, peer review, crowd review ‐Recognizing disfunctionality – being able to recognize interpersonal problems and being able to prevent/stop them ‐Overcoming resistant – turning negative energy into excited optimism ‐20% adventurers, 60% adopters, 20% abstainers; encourage adventurers and let them inspire the others, while listening to abstainers critiques Every invention leading up to the internet was met with criticism by powerful voices, even those from inventors of previous technologies; to be able to get past the doubts of others is clearly a valuable
Horizon Scanning
The art of systematically exploring the external environment in order to 1. Better understand nature and pace of change 2. Identify potential opportunities, challenges and developments Detect trends, situations and events Identify potential opportunities or threats Determine organization’s strengths and limitations Provide a basis for future analysis ‐Requires formal searching for info across mediums and qualitative and quantitative sources ‐Perceived environment (one we notice and talk about) and Pertinent environment (below the radar, requiring analysis and critical thinking) Pertinent looks at what causes changes, and whether those causes will affect other areas, disappear in time, etc. ‐Use a structured approach to scanning to increase chance of finding something useful
‐Think outside of the box
‐Getting out of comfort zone
‐Exposure to many sources
Scanning methods include surveys, collaborative foresight, search, and scouting networks Don’t just see, see ahead, behind, above, beside, beyond, through, etc. ‐Bookmark, read newsletters, move beyond comfort zones, scan the scanners, vary routine, search patents, books and etc. ‐Explore all sides to get a complete picture, use multiple lenses, explore beyond just what you need, use multiple techniques ‐Scanning takes time and practice, use STEEP as a starting point and use many people to deepen results and perspective Discovering Trends
‐Trends are first noticed by small groups (scientists, artists, radicals) and are most prevalent when the government is beginning to take notice ‐Identify emerging issues, because by the time a trend hits it is already affecting you ‐Explore its impact on your organization and what people are currently saying about it ‐Can’t always account for wildcards or black swans, but can always utilize “what if” scenarios Scanning challenges:
‐Looking for credible sources
‐Stretch your thinking
‐Share info to others and let them share back
‐Our world is a complex adaptive system: impossible to predict ‐Answer lies in conducting horizon scanning continuously to help us best keep up with the changes within it ‐Can’t ever underestimate the system, because it is complex and adaptive; must always see many events and synthesize them into trends ‐"The internal information and control mechanisms of a living or social system must be as varied as the environment in which it is trying to survive. A System with the requisite control variety can deal with the complexity and challenges of its environment.” – Law of Requisite Variety (Ashby 1956)
Again, finding trends and emerging issues requires collaboration, diligence, critical thinking, and perseverance. It is a constant process that will tax the mind, but the rewards of doing so are many. To be a proper scanner of the horizon, you must not only subscribe to many hubs of information, but read and contribute to discussion and insight. It is not so much a practice, but a way of thinking.
Design is Personal: Understanding Audiences and Applying Theory to Interactive Design A Synthesis Paper by Conor Britain
Table of Contents:
Synthesis Paper Pages 2‐3 “Defining Interactivity” Notes and Synthesis Pages 4‐8 “Theories and Interactivity” Notes and Synthesis Pages 8‐11 “Other Theories in Communications” Notes and Synthesis Pages 13‐22 “New Media Timeline” Notes and Synthesis Pages 22‐25
As interactive designers, we should be constantly asking ourselves questions about our audience. One of the most essential questions we need to answer has to do with the medium itself: What does interactivity says about us as consumers of media? If nothing else, interactive media has shown us that people like having control, and they like having customization. People like having input in what they’re consuming and the sense of empowerment that accompanies that voice. Yet just knowing what draws people to interactive media is not enough: we have to ask ourselves why. What these traits point to is something more important and fundamental to interactive design – that interactive media is personal. As such, we must be (among the myriad of traits an interactive designer should possess) people, cognizant of what we’re looking for as human beings and how interactive media can provide that. We need to understand how our audience thinks and feels by relating to them on a humanistic level. We must empathize with them and learn what makes them happy so we may know what services we can best provide through our practice. This is what interactive theory attempts to uncover. However, the number of theories in communications is many, and their application to interactive media often still remains to be seen. Our best weapon as interactive designers is to listen: consumers are constantly giving feedback with their online choices, giving us endless sets of data from which we can find patterns and predict where our audience wants to go. Our job is to make sure progress is allowed to happen in an efficient, functional and pleasing way, and since we’re driven by technology we have to be as fast as the next development in the IT lab. If we can provide our audience with what it wants and needs at the point right before they need it, we’ll have succeeded as interactive designers. A combination of research and knowledge of communications theory will best aid us in accomplishing this goal. Uses and Gratifications theory tells us that people look to the media to provide them with opportunities to reach a sense of self‐actualization, and perhaps that’s made even more so with interactive media. At the same time, however, we must keep in mind that we need our audience just as much as they need us, if not more. Understanding our audience means knowing what they’re looking for us to provide, and audiences are looking to be provided with content more than ever. Just acknowledging how fast the World Wide Web has expanded should tell us that people want to have interactive experiences and are willing to have us provide them; we just need to make sure we create the experience that satisfies them. (Refer to the list of milestones in interactive media to get a sense of the growth the medium has undergone across a span of a mere 40 years.) Good design is personal. Interactive media gives the individual a power to choose, and we must respond to this intimate level of communications by connecting with our audience on an intellectual, emotional, and/or social level. We’re no longer dealing with “lowest common denominator” stuff; our designs have to suit those who we’re trying to reach, or else they’re going to go elsewhere. As the Cluetrain Manifesto (an industry standard for business in the age of interactive
communications) states, our audiences want to be treated like people, and if we take anything for granted they can and will turn themselves off to us, making our message meaningless. However, in the world of interactive media, if we can get our message to hit home with our audience we have an opportunity to get our message out to a lot of people. Social Network theory says that the Internet is making the world smaller, and the number of steps needed to connect any one person to another is shrinking. At the same time, the Diffusion of Innovations theory looks at how ideas get spread in a system, starting with innovators and early adopters and ending with the laggards. With the shrinking of the gap between any two people and the, this diffusion will ultimately become a faster process. The Internet is creating virtual communities and online circles that mirror social groups in the real world, and one thing that these users have shown is that they like to share things (just look at YouTube). If we can get our message to strike a chord with opinion leaders in the online community, our message will get spread, and it can get spread fast. Ultimately, our job is to take the function of technology and give it form. We’re guides in the world of interactive media, bridges between the intense world of coding and development and the public at large. Our skills lay in translating the mechanical into the personal, taking what interactivity has to offer and designing it in the most compelling way. For our design to be compelling, though, we must know what our audience needs, wants, thinks and feels. Good interactive design is personal, so in a world where machines and technology are becoming increasingly ubiquitous, we must remain just that: people.
An Introduction to Interactive Theory Text = Synthesis Chapter 1: Defining “Interactivity” What is interactivity, anyway? 1. Downes and McMillan: Only real time communication? 2. Steur: Users can modify form and content in real time 3. Rheingold: Wait, listservs and e‐mail are interactive, too! Downes and McMillan: Two categories to assess interactivity: Message Dimensions and Participant Dimensions Message Dimensions: Participant Dimensions: Time Control Place Responsiveness Direction Perceived Goals High Value Interactivity: More user control, more two‐way direction, more time‐sensitive Koolstra and Bos: “Interactivity is the degree to which two or more communication parties (human or computer) act on each other in an interrelated manner. ‐Created checklist for interactivity The main theme here is that people what CONTROL. When they’re given more control over what they’re using and taking in, they inherently become more invested in it. By making things more immediate and responsive, the message can be delivered to the participant in a form they’ve had some say over, thus giving it a higher value. What are people saying? Interactivity is proven to increase engagement (info‐seeking). Well designed interactivity generally increases participation and audience loyalty. Nathan Shedroff: Producers give data and information, consumers take information and their knowledge to create wisdom
If experience isn’t a compelling one, you’ll never have a large audience. This is an important point, that you can have all the best design elements in the world but it doesn’t mean much if there isn’t anything inherently compelling in your message. This goes back to the idea that form (design) exists to serve the function. As designers, our job is to guide the user to the intended message or goal in a way that maximizes the user experience. We have total control over the method, but we have to make sure the content is compelling too. Also, with interactive media, its no longer the producers giving data and information. Consumer are giving feedback and information through their choices with interactive media, data that is actually essential for producers in order to adapt to consumer trends. Enhance interactivity with: Feedback, control, creativity, productivity, communications, adaptivity
Lev Manovich: Five Principles of New Media
Numerical Representation: new media objects are all digital code Modularity: Independent elements (i.e. pixels) combine to form an object
Automation: Elements are sequenced by author Variability: New media object, being not static, can exist in infinite versions Transcoding: Computerization of culture
Let’s define interaction design Bill Verplank and Bill Moggridge: Interaction designers work w/ Internet, interfaces and systems and incorporate graphic design, programming, psychology, and product design Wikipedia: IxDers find solutions to interface problems, then build them to test theories. Six Steps in IxD: 1. Design research – learn about audience for best design
2. Research Analysis and concept generation – creating concepts, high‐level summaries, and vision statements 3. Alternative design and evaluation – combining various alternatives to accommodate as many user requirements as possible 4. Prototyping and usability – testing aspects of idea 5. Implementation – overseeing development and making necessary changes 6. System Testing – Testing and bug catching Interactive designers need to fill many different shoes. The most important skills one can have, I believe, especially in an ever changing field such as interactive design, is to be flexible and open minded. It’s also important to remember that interactive design is a personal thing – individuals will be connecting to your interactive media personally, so it’s essential that we understand each other as humans. Remember, our job is to find solutions to problems in using interactive media, so keep in mind that the people we’re problem solving for are just that – people. We have to be aware of social and cognitive sciences just as much as we are of our craft. Social IxD: Pulls more from social sciences than cognitive science
Make people feel happy when experiencing your design Don Norman – Emotional Design Model: Good design = good quality; good design addresses the visceral, behavioral and reflective Patrick Jordon – Human Factors – good design reflects people’s values, aspirations, hopes, fears and dreams John McCarthy and Peter Wright – We must look at the sensual, emotional and intellectual properties of our designs to understand their impact Again, design is personal. For people to have positive interactive experiences that keep them engaged and our message clear, we have to approach IxD on a humanistic level…make people happy. What does it mean to reflect people’s values, hopes and dreams? We must find out how our audience feels and thinks
and incorporate that into our design, going beyond usability. Good design is personal. The Interactive Designer (IxDer) A good IxDer can: a. b. c. d. e. f.
Observe target audience need’s and culture lead communicate prioritize translate needs into functional aspects of design understand code languages and displays the following skills g. Writing/speaking skills h. Time management/project management i. Design skills – using programs and knowing elements of design j. Using technology and software k. Identify with people as a person yourself
Reimann: IxDers MUST: i.
Be creative and analytical in problem solving, while always learning ii. Visualize and simplify iii. Empathize iv. Understand limitations…both human and technological v. Have a passion for learning and improving our world through design If design is personal, that means we also have to be people. We have to empathize and know when it’s time to say “enough.” Another thing about Interactive Design (and design in general) is that there always seems to be a separation between the technical and the creative side of things: you have your art directors, and then your programmers, and they rarely mix. However, with Interactive Design, it’s essential that we understand the technology and the process behind creating interactive media so that we can know what the limitations are and articulate our needs more thoroughly – that’s why having both creative and analytical skills is so clutch, so we can not
only conceptualize our designs, but communicate them to others and modify them based on our current constraints. Chapter 2: Theories and Interactivity Why Theories? Theories allow us to have an educated approach to our audience; sometimes research validates or debunks our thoughts on how our audience behaves, but regardless, having an understanding of the theories at large allows us to have a degree of knowledge and expertise that can aid us in approaching our goals as interactive designers Quantitative Research – based in mathematical models, empirical results, measurable theories Qualitative Research – investigative; ethnographic; content analysis; based in observation and personal experience, but often offers intimate details Some of the Main Theories Harold Lasswell (1948) – Communications theory is the study of “Who says what? To whom? In what channel? With what effect? Robert Craig (1999) – We communicate for the following purposes: rhetorical (art of talking), semiotic (give signals), phenomenological (have new experience), cybernetic (informational systems), sociopsychological (interaction), sociocultural (reflect social ranking). Crilly, Maier, Clarkson: created meta theory by studying all communications theories up until 2008. Some of the categories of theories fall into: a. Basic structure (design mediates designer and consumer) b. reflective representations (designers reflect ideas, receive feedback from representation c. Context and characteristics (designer and consumer operate in labels) d. Interactive interpretation (consumer reacts to design based on environment within which it’s seen) e. Mutual awareness (Designer and consumers are aware of each other and visualizing each other) Information Theory ‐ fundamental issue in communications is replicating the same message on the other end of the line; gives a mathematical tint to comm. Theory
When sending a message, there is noise which represents anything that gets in the way of the proper decoding of the message. Noise is offset by redundancy, which is technically unnecessary and can reduce the entropy of a message, which is a measure of the degree of clarity of a message. Both noise and redundancy can dilute the message’s entropy, but good communicators can balance entropy and redundancy to deliver a message that reduces the chance of a misinterpreted message. Communications networks (corresponding communications systems, such as the air, wire, or even the human optic nerve) Information Theory brings up some interesting points. Noise is everywhere, and in an area such as interactive design, something as simple as a misunderstanding of the user interface can lead to the user opting out of the experience altogether, completely negating how well crafted your message was. At the same time, nobody likes being hit over the head with the same message over and over again, but with interactive design, maybe you don’t have to. Instead, we can creative interfaces that have a degree of familiarity across the board – such as a little “x” usually always refers to a closing function – so that we can minimize noise in relation to user interface problems. Activity Theory – based in philosophy, says that people actively change the social and material world in order to achieve their goals. Argues that people from target community should be involved when designing computer‐ mediated artifacts. When you design something, you must ask questions related to needs of the community, its rules, its division of labor, its motives, and the patrons themselves Symbolic Interactionism – Blumer, Mead: people interact w/ each other, constantly defining and interpreting the other’s actions, and it’s the interpreted meaning of these actions that people base their interactions on. ‐People act as they do because of how they define situations; the construction of self is something that is much studied and applicable to identities created in chat, e‐mail, and games. Social Network Theory – Looks at how ties in social networks effects the norms of our relationships ‐Mark Granovetter – intimate networks with strong ties not as useful as larger networks w/ weak ties, like on facebook – many weak ties opens up many more opportunities for new ideas
‐Small World Hypothesis – people can be linked to each within six degrees of separation; every website is within 19 clicks of every other website ‐Watts: by understanding how connected we are and the behavior within our networks, how things spread through them, we can understand our world better. ‐Everett Rogers – Diffusion of Innovations is a social network theory, looking at how fast or slow trends are diffused through a system ‐Memes – a unit of self‐perpetuating cultural evolution; an evolving cultural trait that gets passed on in a similar fashion to genes; in the internet world, this can mean internet phenomenon’s ‐Barry Wellman – A network consists of nodes (group of communicators) connected by ties (reason for working together) that form patterns where structural properties are more than the sum of its parts. These are all interesting points. In “The Tipping Point,” Malcolm Gladwell talks about “connectors,” people who seem to know everybody. He poses the idea that if you were to examine your group of friends and construct a diagram as to how you’re connected to each of them, you’ll realize that most of your friends can be traced to one particular person. This person is called a connector, and they function as the people who tie everyone else in society together. It’s through these people that fads helped get started, because they spread ideas to so many different social circles. I’m sure the same applies to online trends as well, and as designers it’d be wise to try and reach out to these wellconnected people to help get our ideas off the ground. Online Communities Theory – Looks at motivations for virtual communities. Peter Kollock – explains three non‐altruistic behaviors that explain online community involvement 1. Anticipated reciprocity – a hope to receive information in the future 2. Increased Recognition – Desire for prestige 3. Sense of Efficacy – Ability to influence environment in which they operate, to shape your virtual world. 4. Sense of Community – Receiving feedback encourages more feedback
Computer hackers reluctant to change pseudonyms because of the status associated with it Pareto’s Law – 20% of people do 80% of posting online ‐Lurkers are also getting something from online communities, such as getting what they need without posting, observing a community silently, or willful exclusion due to not liking their observations. The idea that interactive design fulfills an individual’s needs to be recognized and feel a sense of worth is appealing indeed, but I think it’s important to realize that they don’t need us as much as we need them…we’re simply providing a service that other people will fulfill if we don’t succeed. Instead, we should look at interactive media’s ability to fulfill certain psychological needs and make sure we apply those principals where we can. What it comes down to is people seem to want a sense of accomplishment, and the ability of iMedia to give them control, input and say over the final product is a huge change in how people relate to the media. This is a key opportunity for the media to play an integral role in the individual’s very being Chapter 3: Other Major Theories from Communications Scholars Most communications theories address push communications of the 20th century, but what about theories for the new media? How will we adapt old theories to fit the age of interactivity? And what are the new ones? Uses and Gratifications Main Idea: Says that individuals approach communications to serve their own needs as humans; in order to achieve self‐actualization, they adapt their media usage to fit their needs. Theory makes the individual an active part of the process instead of passive, which many theories do not do. Supporting Theories: l.
Maslow’s Hierarchy of Needs: Physiological, Saftey and Security, Love and Belonging, Self‐Esteem, Self‐Actualization – we use media to fill in these categories 2. Lasswell (1948)– media functions as “surveillance, correlation, entertainment and cultural transmission”
3. Mendelsohn (1964) – use radio to counteract boredom/loneliness, provide news 4. Katz, Gurevitch, Haas – use media for a. Cognitive needs – related to needing info and understanding world b. Affective Needs – strengthening emotional and aesthetic experiences c. Personal Integrative Needs – fortify credibility and confidence d. Social Integrative Needs – fortify relationships e. Escapist Needs – needing to “get away” from the world at large 5. Bryant and Zillman (1984) – usage of medium is a response to our mood, i.e. we’ll watch exciting programming when we’re bored, and our mood (or needs) is influenced by personality, background and social roles. 6. McQuail (1987): Four uses – Information, Identity, Social Interaction, and Entertainment No matter how you slice it, uses and gratifications has an explanation for pretty much any motivation for using the media. I think Katz, Furevitch and Haas have some of the more logical reasons for media consumption, and with interactive media I think the social integrative needs really come into play more heavily. Theory related to Interactive Media: What is the potential participant looking for? What answer do they need to make sense of the world? With interactivity, individuals are presented with more choices, freedom to choose the time when they use the media, and have more control. 1. Ha and James – Five dimensions of interactivity i. ii. iii. iv.
Playfulness – “self‐indulgers,” lower interactivity Choice ‐ “self‐indulgers,” lower interactivity Connectedness – “task‐oriented” (today, high interactivity) Information Collection – “expressives”, higher interactivity
v.
Reciprocal Communications – “expressives,” higher interactivity
2. U&G typically categorizes media in terms of it’s uses as for diversion, social utility, personal identity, and surveillance. 3. Key to media planners is to constantly look at how technology is changing people’s motivations for using the media. Creating and updating new models for how people are using media is a good way to stay up with current trends. ‐Hoorigan’s study of people’s attitudes towards internet and cell phone – reveals how people use internet, how often, and their attitudes towards it. One of the most important things we can know as media professionals is what exactly it is that people look to the media to accomplish for them. If we know what that is, we can provide it for them, but again, unless we know what function we’re serving, even our greatest designs will falter (and, on that note, IxD would say we can’t create a proper design without knowing what the user is looking to accomplish in the first place.) Ha and James five dimensions of interactivity categorizes playfulness and choice as lowinteractivity, but does that still hold true today? There seems to be some high level interactivity between people in games like second life these days…perhaps all methods of interactivity are moving towards “high interactivity.” Knowledge Gap Theory Main Idea: New technology and media, while adding knowledge to both high status and low status populations, actually increases the gap of knowledge between the two groups as high status groups can use technology to increase knowledge at a higher rate. Related to iMedia Theory: Media should use different platforms to reach different audience sectors and present info so that it touches upon a common social concern so it’ll get spread from people to people more easily. The digital divide is the term for the gap between people who have access to internet and those who do not. The digital divide may be one of the most pressing issues we’ll have to face in interactive media. If we are to live in a
truly connected world, we have to get to a point where nobody is excluded. Comparing our world of superfast technology to a country that doesn’t even have unilateral access to the internet really illustrates how far behind we can leave each other if we’re not cognizant of the importance of keeping everyone evolving together. Hopefully technology will make it easier for other countries to set up an infrastructure, but until then, the digital divide threatens a dangerous reality for many countries. Social Construction vs. Technological Construction Social Construction – Adoni and Mane (1984): Our world view is made up of three parts: 1. Objective Reality – based in fact 2. Symbolic Reality – symbolic expression of objective reality 3. Subjective Reality – constructed by individual on basis of objective and subjective Idea is to construct a subjective reality based on info from objective and symbolic realities. If perceived reality of subjective reality is great enough, it will be incorporated into world view Inherently, this is the goal of the documentary. The documentarian observes an objective reality and, through editing the film, constructs a subjective reality that mimics the objective and symbolic realities of the subject. If the documentary leaves the viewer with a lasting impression, we can say the film has successfully made an impact on that individual’s world view. In terms of interactive documentary, the same can hold true. A documentary that takes place in a virtual world, for example, would be a subjective reconstruction of reality, but the message would strive to capture the objective reality it represents. The interactive experience might even enhance the perceived reality of the individual. Cultivation Theory – we construct our social reality based on what we are exposed to in the media
Technological Determinism – technological advances cause social change
Marshall Mcluhan – “Medium is the Message” – a technology’s structure determines how it will be used. i.e. democracy, capitalism, nationalism were a result of print media In terms of the interactivity, this could mean that the internet allows for interactivity, therefore we use it for interactivity. If we are to subscribe to this theory, we must be mindful of designing our interfaces and interactive devices so that they reflect how we intend our audience to use them. Diffusion of Innovations Main Idea: Study of the social processes that determine how an idea or technology is spread throughout a system Supporting Ideas: Rogers – four characteristics of an innovation that affect rate of adoption: 1. Relative advantage – what makes this better than what we have 2. Compatibility – Is this consistent with our current values and needs 3. Complexity – how difficult is this innovation to use 4. Observability – are the results visible to others? Can we see others using it? Rogers – Five adopter categories 1. 2. 3. 4. 5.
Innovators – eager to try new things Early Adopters Early Majority Late Majority Laggards – point of reference is in the past, need the most convincing
Opinion Leaders are instrumental in influencing adoption; ignite enthusiasm among this group to help your idea or product spread Opinion leaders are like a catalyst to the diffusion of innovations. The sooner we can get our ideas to them, the sooner our innovators and early adopters will get a hold of them and start the process.
Roger’s four characteristics of innovation fits it with uses and gratifications, to a degree. It suggests that in order for adoption to occur the innovation needs to be better than what we have, consistent with our values, and easy enough to use. One might argue effectively that when we a product doesn’t get adopted, the cost of adopting it simply is more than the potential use we might have for it. Spiral of Silence Main Idea: Willingness to weigh in depends on the opinions one’s peers would have on the contribution; mass media, by being so widespread, creates effect of silencing individuals out of fear of social consequence. Interactive Media, with its social aspects and personal level of conversation, may actually break this. The theory of selective exposure might argue that people are able to seek out message boards (for example) that echo their ideals and feel free to speak out, while dissenters can go to their own boards. Even still, there are plenty of boards where debate and discourse are encouraged, which also suggests a breaking of the spiral of silence. At the same time, flaming may function to silence certain people who’d rather not be the subject of insult. However, where the Internet provides people with an anonymous voice, their ability to break their silence is greatly enhanced. Powerful Effects Main Idea: The media has large‐scale effects of people’s opinions (like the Spiral of Silence) Supporting Ideas: inconsistencies in them. ‐Viewers who watch “The Great American Values Test” for uninterrupted periods of time gave more money to charitable organizations Related to Interactive Media Findings show that the more levels of interactivity used to reach participants will be more effective in teaching, reinforcing, and maintaining key points
Interactive media gives more control while also more effectively reinforcing key points. If people want more control and are willing to subject themselves to this increased degree of influence, does this suggest that people are willing to be subjected to new ideas and thoughts as long as the experience is engaging and malleable? Or does the ability to control the environment give a sense of control that makes it seem like the individual is less subject to influence (while actually being more subject to it)? Power Law effect – idea that things at the top are kept there because people click on the “most viewed” or “most clicked” items; while they might normally have fallen by the wayside, by keeping them at the top because they’re the “most clicked,” they stay there, even if they’re not the best resource. AgendaSetting and Media Framing Main Idea: Media doesn’t tell us what to think, but what we think about and how we think about it.
Supporting Ideas: Frames – media frames the stories, such as understanding Iran and Iraq in terms of terrorist threats; help organize information and can play off of schemas and associations people hold; another good example is the media framing events within presidential terms, associated fault and fixes to certain people rather than society as a whole
Relation to Interactive Media Not sure of how agenda setting works online, as public has influence over content Before, mainstream media affected what we talk about online, but now Mainstream media now sometimes reacts to Twitter and blog posts Mainstream media’s agenda‐setting effect is now diluted, but we still must identify the key issues to try and set the proper agenda Interactive media has diluted the mainstream media’s ability to set the agenda, but is that necessarily a good thing? If left to themselves, would people still seek out or demand information on social problems and global issues, or would they rather find
the latest flash games to play? Cynicism aside, the media has always had the responsibility of narrowing down what is important to know, but where more celebrity news takes the place of other discourse, can you blame people for wanting to hear directly from the Iranian people through Twitter than CNN? I believe people are smart and intelligent enough to seek out the important issues, but the professional media will always have an advantage in the news gathering department. The future may have these organizations playing more of an information role with less analysis, where people are able to get more from discussion on message boards than they are from pundits on the news. Or, pundits may get their topics of conversation from the world of social media itself rather than vice versa. Perception Theory Main Idea: The process for interpreting messages is complex; people select, analyze and interpret sensory stimulation to make sense of the world ‐Getting people to take the right conclusion from our message, therefore, is difficult
Supporting Ideas Two factors that determine our perception: physical nature of the stimuli and the psychological factors that decide how we interpret them Four Rings of Defense Selective Perception – we decode messages based on our wants, needs and psychological factors so that the same message can yield entirely different conclusions based on the individual Selective Exposure – We decide what we expose ourselves to Selective Attention ‐ We only pay attention to parts of the message that are consistent with our beliefs Selective Retention – Only can recall information influenced by ours needs and psychological factors
This can happen with interactive media as well without much effort by only finding blogs that reinforce our world view, for example. Schema Theory Main Idea: People formulate filters based on past situations and individuals that help process new information (such as labeling new candidates based on past candidates) Supporting Ideas Fiske and Kinder – cognitive misers – to deal with the wealth of information of everyday life, people make simplified mental models for the sake of cognitive economy Graber – schemas are based off of conclusions drawn from evidence rather than the evidence themselves How can we use schemas to our advantage? If people have developed schemas that have certain connotations associated with them, perhaps we can tap into those so as to help us achieve a positive emotion with the interactive experience we’re providing, like we mentioned at the beginning of the synthesis. Image Perception Theory Main Idea: Images are used to illustrate ideas or issues in a unique way to break through the clutter; visual rhetoric suggests we can use images to construct arguments subtly Supporting Ideas Linda Scott (1994): Images used as representations of reality, conveying emotional appeals, and a combination of symbols to form a rhetorical argument I think this is one of the strengths of documentary and film, combining images with arguments to achieve an emotional appeal to the audience. Interactive documentary will make even further use of this theory, breaking through the clutter both with image and interactivty.
Propaganda Theory Main Idea: Once thought to have great power, but now considered only effective on some people. Works on certain people some of the time, rather than invariably Supporting Ideas:
Alfred Lee and Elizabeth Lee (1939): Seven devices 1. Name calling – giving a negative label 2. Glittering Generality – Associating with a generic, positive statement 3. Transfer – associating authority and prestiged object with issue at hand 4. Testimonial – using a powerful figure to endorse message 5. Plain Folks – arguing ideas are good because it’s the way of the people 6. Card Stacking – representing data or content in a way to your favor (works best on lower educated and people who already agree with you) 7. Band Wagon – “everybody’s doing it” (strongest when there is a unanimous majority against one person)
Persuasion Theories Main Idea: You can change/alter attitudes based on exposure to information from others. (Propaganda being just one example.) Supporting Ideas: Hovland – Learning Theory: attitudes are learned; they only change by the individual undergoing the same processes that occurred when learning originally took place
Fear Appeal – Using threat to arouse fear, and thus action Janis and Feshbach found that low and high levels of fear produce little change, but moderate amounts of fear produces most change Katz – Attitudes serve different functions for different people, so the conditions for attitude change will differ; people are rational and irration; There are four functions attitudes generally serve:
1. Instrumental, adjustive, utilitarian: people hold attitudes to maximize rewards and minimize penalties (taxes take money from me, so I’m going to be against taxes) 2. Egodefensive: people hold attitudes to protect ego 3. Valueexpressive: gives positive expressions to core values that the individual think makes them who they are (I’m a nice person, so I think niceness is important) 4. Knowledge: attitudes satisfy a desire for knowledge and provide structure If we don’t know the function an attitude is serving, our attempts at changing it will backfire
Techniques of Persuasion 1. Visuals – attract attention, positive emotional responses to image reflect on message 2. Humor – create positive mood, more effective in attracting attention than producing attitude change 3. Sexual Appeals – Increase attention, increase arousal and pleasantness which transfers to message, “sexual charge” makes message more acceptable. 4. Repetition – advertising is quickly forgotten if not continuously exposed McGuire’s InformationProcessing Theory: eight step process (exposure, perception, comprehension, agreement, retention, retrieval, decision making, and action), in order to persuade we have to accomplish the desired effect of each step. Step of agreement is the most focused on since this is a complicated process.
Media Richness Theory Main Idea: More personal means of communication are generally more effective in getting feedback and emotional response because face to face interaction gives off more cues (such as bodily cues and facial expressions) Related to Interactive Media: Rich Media refers to media that is more personal, interactive, and includes audio, video and hi‐res graphics Interactive media is truly changing how we define rich media. Cisco’s Telepresence is extremely rich media, displaying people in high definition from anywhere in the world, allowing for the personal level of interaction without physically being in the same
place. In fact, media will become so rich, that we will not be able to tell real from fake. This is the future of interactive media. Human Action Cycle Main Idea: A set of tasks humans undergo when trying to accomplish a goal through the use of computing 1. 2. 3. 4. 5. 6. 7.
Forming a Goal Translating goal into a task Planning an action Executing action sequence Perceiving what happened Interpreting the outcome according to expectations Evaluating what happens against what was intended
When evaluating user interfaces, ask if the UI allows the user to accomplish each step. Media Ecology Main Idea: Neil Postman ‐ Media Ecology studies how people’s interaction with media “facilitates or impedes our changes of survival;” treating communications systems as environment and arranging different media so that they don’t cancel each other out due to how people use them. All in all, theories are only just that: theories, not laws. In order to stay engaged as media professionals, we have to keep up to date on the latest audience trends, but this also means the latest audience theories. Especially in an age where technology and audience are changing so rapidly, adapting our theories to the latest trends will be an extremely important tool. Chapter 4: New Media Timeline Here is a list of some of the more important events and milestones that have led to the interactive world we live in today. Highlighted are firsts in personal computing, public internet use, and the development of industry standards. By no means a comprehensive list of the important events in the history of the Internet, it does
give a sense of the extreme growth interactivity has undergone in less than half a decade. Important Events in the History of Interactive Media: 1970: First wireless computer networking system, Alohanet, using a packet radio network system 1971: Ray Tomlinson sends first ARPANET e‐mail 1972: Computers begin replacing typewriters in the newsroom 1974: Telenet, a commercial version of ARPANET, is offered 1974: Vinton Cerf and Robert Kahn write a paper which leads to the internet protocol TCP/IP 1975: MITS releases first personal computer, the Altair 8080 1976: Apple I is introduced
1978: Serf and Khan’s IP/TCP becomes a reality
1979: First Japanese cellular network is started
1979: Interactive videotex system, Prestel, introduced 1980‐1: IBM develops first successful personal computer with Microsoft hired to create the OS. MS‐DOS is created. 1980: On Oct. 27 a virus spreads throughout ARPANET, highlight the need for network security 1980: First online newspaper, the Columbus Dispatch 1982: 5.5 Million PCs in offices and homes 1983: Tandy introduces first laptop computer 1984: Mac first popular computer to introduced 3 ½” drive, a mouse, and a GUI 1985: 50 newspapers are offering full text services 1986: Knight Ridder ends its Viewtron project (Viewtron was an interactive videotex system for home use, some consider a precursor to the Web) 1989: Tim Berners‐Lee writes proposal for the World Wide Web 1989: ARPANET replaced by NSFNET (which is faster)
1990: WWW prototype created at CERN, takes Berners‐Lee idea of merging networked information and hypertext 1991: Gopher Internet navigation system released, first internet navigator to simply the process for the public 1991: WWW program is released 1991: Videotex is being left behind in place of dial‐up services 1992: Delphi dial‐up, one of the first to provide easy to use, text‐only access to the internet, is now providing full access to the internet 1992: AOL has 200,000 subscribers 1993: Mosaic, the first graphical web browser, is released. Credited for allowed the WWW to take off 1994: Netscape releases first version of their browser 1994: Whitehouse creates official website 1994: AOL reaches 1,000,000 Late 1990s: Adobe and Macromedia begin releasing programs that allow for the creation of content‐rich media. 1997: TiVo is founded 1997: First weblogs are started 1998: Charlotte observer uses a weblog to report Hurricane Bonnie 1998: World Wide Web Consortium suggests XML become a general‐ purposer markup language 1998: Google opens its doors 1999: Berners‐Lee declares the WWW a mass medium for the 21st centurty 2004: Facebook started at Harvard by Mark Zuckerberg. Social networking sites highlight the WWW’s ability to provide social interaction. 2006: PBS runs story on how laptops may offer hope to developing countries
Visualization: Number of AOL Subscribers Since First Services Offered (In Thousands)
Analyzing the Interactive Audience: Understanding Your Consumers to Create Meaningful User Experiences A Synthesis Paper by Conor Britain Table of Contents: Synthesis Paper Pages 2‐4 “Approaches for Reaching Audience through Interactive Media” Notes and Synthesis Pages 5‐22 “Knowing Your Interactive Audience and What Makes Effective User Experience Design” Notes and Synthesis Pages 22‐35
The user experience designer has a myriad of responsibilities: data collection, ethnographic research, interpreting web analytics, prototyping, and designing interactive interfaces are just a few of them. Yet for all of these responsibilities, a user experience designer has but one job: creating dynamic and emotional interactive experiences. Of course, there are many factors that go into great user design – usability, for one, is essential – but if your project doesn’t move the user, if it doesn’t make them feel good while they use it, it’s function won’t have any lasting impact. For this reason, it’s of the utmost importance that user experience (UX) designers know their audience – what their needs are, what their values are, and what they want to accomplish. If we can understand what our audience wants of us, we can know what it is exactly we should be providing. Yet, it’s not enough to just know what to provide. The key to creating a great UX is to get feedback on your designs and prototypes. Thus, user‐center design is an important method to practice, defining your target audience, identifying user’s goals and needs, testing prototypes with real users, and incorporating their feedback into your revisions. Keeping the user in the development process will allow the designer to know what’s working and what’s not – a huge advantage in creating a product that will work for the Internet masses. But how exactly do we create a product that will work for the masses? You first have to define who your masses are. A helpful tool for doing that is creating personas: representations of the different groups in your target audiences through fictional character profiles. This allows you to focus on the details of an individual that represents the motives and goals of a particular group so that you can more accurately create a UX that will work for them. A design that works for everyone is rare, so building personas and catering to them will help maximize the effectiveness of one’s design in reaching the right people. Therein lies another important point, though – while you can’t design something that will speak to everyone, you can design something that can be viewed, shared and altered so that it adopts a new set of meanings depending on who’s sharing it. This is the idea of spreadable media, and the first half of this synthesis paper is on this topic alone. It’s the idea that by giving up some control, functionality and explicit meaning of your message, users are able to take their own meaning from them that suits their needs and values. When this happens, people spread the message around their respective online communities, and this is how Internet fads are started. They don’t happen because producers are able to create a message that infects the user with a compelling urge to share it – rather, people decide for themselves if a message is useful or not and, if it is, they pass it on to others, operating under the gift economy that is so prevalent on the Internet (another important thing to understand). While we can’t create messages that deliver the same meaning to everyone, spreadable media allows us to have our core
message reach many different places in ways that actually are more meaningful than anything we could provide since they’re the ones who are deciding the meaning. Knowing why people share certain messages and not others is the key to creating spreadable media, and by tailoring our messages so that they are more apt to provide varying meanings and uses to varying users of the Internet, our message is given the chance to not only grow and expand, but find its way to small niche communities that we wouldn’t otherwise be able to reach. Spreadable media has the power to increase customer awareness, transform perceptions towards our brand, expand potential markets, intensify customer loyalty, and expand the shelf life of existing media content by giving it a chance to have a second life on the internet – all for millions of dollars less than creating a television campaign. The second half of this synthesis paper addresses methods used to understand our audience and create strategies to best suit their needs. As user experience designers, we have many tools at our disposal, such as web metrics, surveys, ethnographic studies, prototyping, focus groups, and a number of other data‐gathering options. While each have their own set of pros and cons, it’s important to remember that the main idea is gaining an intimate level of knowledge of the people who fit within our personas. After all, our job is to create emotional experiences and make our designs aesthetically pleasing, and knowing what makes for an enjoyable experience for our audience and what they regard as visually appealing is something we can only gather through asking questions and observation. The job of the user experience is a balancing act – we’re told to give users choice, but still have established boundaries to make the experience manageable; we’re to apply consistency within our designs, yet know when to be inconsistent in order to signify a change for our users – but by knowing how our audience actually uses our designs helps us to find that middle ground. Techniques such as considering the efficiency of the user when engaging with our designs reveal surprising yet important facts about our user experiences. When considering the usage of a microwave, for example, it turns out that it is faster for a user to heat something for 1:11 than 1:10. Why? Because punching in the latter time requires the finding and pressing of a second button: zero. The time it takes to do this, it turns out, takes more than a second, thus making 1:11 a more time‐efficient way of heating something in the microwave. These are the discoveries we can make – and must make – when developing our UX designs. User experience designers wield a great power. The ability to create designs that make people feel, think, and do puts an enormous responsibility on us. As Jesse James Garrett argues, our job of synthesizing and organizing the myriad of elements that go into making a great user experience makes our work go beyond just creating value to businesses – when our work gets spread around the Internet, affecting people’s emotions and thoughts, our work begins to make its way beyond the individuals and shapes our culture itself. Such is the power of great user experience design, but it requires research, re‐dos and, perhaps most importantly,
personability, for despite the user experience designer’s many roles, creating meaningful emotional experiences requires that they be one thing above all else: people.
Approaches for Reaching Audience Through Interactive Media As Explained by “Spreadable Media in a Digital Age” by Jenkins, Li and Krauskopf Text = Synthesis
A. Spreadable Media – What is it?
Jenkins, Li, and Krauskopf: Spreadable media means allowing your media content to be shaped and circulated by consumers, expanding potential meanings found in said content and opening up new markets to it. What Spreadable Media is not: Spreadable Media is not the same thing as memes and does not mean viral ‐The terms viral and meme suggest the distributor’s content gets recycled and it’s contained messages replicated as it gets passed around a system; this ignores the fact that ideas get changed and repurposed as they move from one person to the next The term viral invokes a “biological” model to the passing of content through a system. It gives the producer power that it doesn’t actually have. Rushkoff’s Model:
Protein Shell: Event, invention, technology, style, video, any attention catching device
Virus: the hidden agenda behind the shell
Host: The individual interested in the attention catching device (shell) but unaware of the virus
The danger in this metaphor is that it is too “fuzzy,” it doesn't have a clear enough set of practices to go with the metaphor, so we can’t understand why it works if it’s not clear enough to begin with. ‐Memes is a term used in explaining cultural evolution, a unit equivalent to the gene. The meme (Brodie) is a piece of information in a mind whose existence influences other events, creating more copies of itself in other minds and is used to describe how trends happen. They have the following characteristics:
1. Fidelity – they retain their information as they spread
2. Fecundity – have the power to make copies of themselves
3. Longevity – the longer a meme survives, the better chance it has of being copied.
‐Wired Magazine: “web trends are nothing more than media snacks,” devoid of value and substance.
The problem with these models is that they make people an inactive part of the process of the spreading of media; in truth, they play a very active role in it. People actively choose what to pass on based on the meanings people find in them. To dismiss these trends as “snacks” is missing the point.
Some advertisers would like to think that having the power to make people spread their message for them is free of consequence and everyone will take the same message away from the content. This is not the case. Rather than just “injecting” the message into anyone who is exposed to your “virus,” the user is actively responding with the “virus” and taking their own meanings out of the message. Only if the individual finds value in that message will they pass it on, and, in doing so, they change the message itself. You can’t expect a message to stay the same when it moves around a system, just like in the game of telephone.
“People don’t acquire ideas, ideas acquire people” ‐Culture stems from the world cultivation; people play active roles in the creation of culture ‐People sort through the myriad of phrases, concepts, images and stories every day, selecting which ones they give value to, will reference in the future, and share with others, all based on a personal agenda that extends beyond the idea itself ‐Ideas circulate differently through different media: some allow more direct transmission of an original message, while others are more susceptible to their messages undergoing rapid change as it gets passed along (like the game “telephone”); therefore, memes can’t be thought of as an all purpose unit of thought without regards to the medium Replicability: Knobel and Lankshear ‐ adaptation is key to the propagation of memes; concepts must be able to be remixed and modified to catch on: EXAMPLE: LOLcats
‐The meme isn’t in the pictures, it’s in the humor, LOLspeak, and juxtaposition – these are replicable and meaningful, more than just “snacks” We all come from different backgrounds, have varying opinions, and unique personality traits. Every small thing that we value and care about goes into making us who we are as individuals, and as such we bring those things into whatever we interact with. Therefore, we are naturally going to cling to those things that speak to us, have meaning to us. This is what’s going on when memes catch on – in other words, there’s a reason that a particular video gets circulated beyond just “because it was cool.”
B. Sticky vs. Spreadable The metaphors of viral media and memes emerged at a time of transition, when the Internet was allowing people to pull content instead of having it pushed onto them. Soon after, however, social networks changed the dynamic of how people related to the Web, and these terms became no longer helpful in the vagueness. So now we see the source of the problem in describing internet trends as “viral media” – companies’ wanting to keep control. These terms give a false sense of security, keeping power in the hands of the producer based off of a nice “scientific” model that explains how you can control your message while getting it to more people. Instead of recognizing increased power of the consumer, companies ignored it, and in the process limited their own ability to reach out to them through the confusing terms of memes and viruses. Instead of viral media, we must think of it as spreadable media: a concept that text, audiences, and business models work together to easily spread meaningful content within a networked culture. This raises four questions: 1. What aspects of the contemporary media environment support the spread of media across different communities? 2. How do consumers create value for both themselves and companies through the spreading of media? 3. What makes content more likely to be spread 4. How do companies benefit from spread of content You can’t stress it enough: success in interactive media means being personal. Companies have to pay close
attention to consumer’s motivations and interests; keep people motivated to spread stuff. Grant McCracken: Consumer as a multiplier ‐As spreadable media gets spread around communities, its content gets changed, altered and reframed. This allows content to reach new places and expand its potential meanings based on what people give to them. ‐Success in the hands of consumer, not producer; consumers have an active role in shaping meaning; they complete the work ‐what is that role? The individual decides what cuts through the clutter to spread ideas across the fragmented marketplace helps facilitate flow across the marketplace. Sticky: refers to a site’s ability to keep the hold of an individual consumer’s attention; prestructured interactivity rather than open‐ended ‐Reflects producer’s anxiety about holding consumer’s attention, results in charging for access to information, the thought charging creates value The idea of “stickiness” is a model that, again, tries to keep some power in the producer’s hands. It excludes wordofmouth, the groundswell at large. And yet, it’s usefulness is still unsure – Amazon, although initially operating on a sticky model, used groundswell techniques in allowing people to recommend their purchases to others…people were more likely to buy books that had been recommended to them. This shows that user exchange can affect the bottom line, and is actually more powerful than having a faceless website try to lure you into it with it’s “stickiness.”
Stickiness
Spreadablity
• Focuses on attracting and holding attention of visitor • Concentrates attention of all interested parties to a specigic site • Depends on creating a unigied consumer experience in branded spaces • Prestructured interactivity to shape and control viewer experiences • Tracks migrations of individual consumers within a site • Sales force markets to consumers • producers, marketers, and consumers are all separate in their roles • Depends on a ginite number of channels for communicating w/ consumers
• Motivates and facilitates fans to spread the word • Expands consumer awareness by dispersing content across many points of contact • Depends on creating a diversigied experience as brands enter consumer spaces • Open‐ended participation that engaged consumers retrogit to their communities • Maps the glow of ideas through social networks • Grassroots intermediearies become advoctes for brands • Depends on increased collaboration and the blurring of lines across roles • takes for granted the inginite amount of localized and temporary networks through which media circulates
Must know which model you’re choosing and why.
C. Gift Economy vs. Commodity Culture •
•
Review: How do people relate to your message? They select, transform, and circulate it in unpredicted directions People don’t just buy cultural goods, but buy into a cultural economy that recognizes contribution and participation. Unless your good engages and serves both consumer’s and producer’s interest, it won’t spread The key here is to find the middle ground where your product is spread because people are fulfilling a desire to share (the gift economy) while still accomplishing the goals of the producer (otherwise its circulation will get blocked by the producer. There must be a knowledge of that relationship and how to cultivate it.
THE WRONG IDEA: “We have to create communities around our products and services” THE RIGHT IDEA: “We have to create products that coalesce with the values and aspirations of the community that will cause them to show loyalty to us.” Far too often we thinking of what media does to people instead of what people are doing with it Another important example of shifting the focus away from what the producer does to what the consumer does. The producer is still trying to hit on key values and emotions with their product that will attract people, but this thinking allows you to understand that you’re not creating a product that will bring a community to you, you’re just creating a product that taps into what an existing community already wants; you’re just inviting yourself to their party. Uses and gratifications tell us that people use the media to fulfill certain needs, but the groundswell is allowing them to get what they want from each other. We must determine our user’s needs and figure out how we can fit into them and solve their problems, creating resources for them beyond just our products (beinggirl.com, for example). You can’t make them talk about your product, but you can provide opportunities for them to talk to each other through your doing, which opens up an opportunity for them to care about not just your product, but your brand. Moral Economy: the set of social norms and understandings that make two parties do business •
So far, new technology has changed the moral economy between consumer and producer (music sharing, for example), leading to a mutual distrust between producers and consumers, because both have a different set of values: one, the gift economy, the other, the commodity culture
Gift Economy: Operates under the idea of reciprocity; if everyone gives a little bit, everyone gets a little something extra in return; this is how social sphere among the web operate •
•
The Internet was originally built off the idea as a tool for sharing science and research; companies entered the game MUCH later Companies must build up goodwill online through giving away content that is useful to the communities within the Web.
Acquisition
Commodity Culture Goods are traded as wages for labor or purchases directly
Circulation
Economically motivated
A “successful trade:”
Leaves people unconnected
Primary Drivers
Measured by Associated with
Cash renumeration
Value ‐ exchange Alientation and freedom
Gift Economy Gifts are bestowed upon us; we cannot acquire them through an act of will Socially motivated; transactions validate relationships Ties people together, requires the connection between two people Status, prestige, esteem; profiting becomes a negative thing Worth ‐ sentimental Community and obligation to others
Hyde: “We don’t deal with commodities when we wish to intiate or preserve ties of affection…emotional connections comes before quantitative evaluation…but sometimes what has been earned in the marketplace can be given as gifts…gift wealth can be rationalized and market wealth eroticized (gains emotional intensity)” Our goal, therefore, must be to bridge the worlds of commodity and gift economies. Where the internet is driven by the gift economy, we must make our commodity’s into potential gifts. How? By adding value beyond the product itself, whether it’s in capturing an emotion, having some usefulness, sparking conversation; in other words, MAKING IT SPREADABLE.
D. Spreadable media is content that navigates the road between commodity and gift economy People spread content when: content hits on a personal or social level People don’t spread content when: it has too much value (because people want to retain it for themselves, else they’ll diminish it’s value) or too little worth (because there’s nothing that would communicate any shared values or ideas in the content). McCracken: Goods are an opportunity to attach symbolic meaning to physical objects
Says that we are always engaged in self‐creation, trying to create an image for ourselves, especially in an age where online content can be duplicated infinitely …this is where the commodity culture fits in with its emphasis on individuality Some things we don’t share, like trinkets or little things that say something unique about us. We are both expressive individuals and social beings, trying to personalize and share at the same time. As communities, we evaluate and rank cultural goods in determining whether to share them, but as individuals, we rank things based on what they say about us. Gift economy and commodity culture, therefore, both have a place in the market, as people will have use for commodities as long as they express something about their individuality. This is the value of commodities, that they promise a freedom from the associated traditions and meanings behind gifts. They allow us to say something about ourselves in that they only belong to us. Beyond “Audience”: what should we call the consumer who has an active role in the process? Loyals, mediaactives, prosumers, inspirational consumers, connectors, influencers? Andrew Lockhart – allow the user to define the relationship he or she wants to have, as it would indicate how the user wants to engage with them. Benkler: Why do people engage in networks? 1. Improves individual capacity to do for and by themselves 2. Enhances capacity to do more with loose ties to others 3. Improves capacity of individuals to do more in formal organizations outside of the market sphere These capabilities and the desire to be social is what allows spreadable media to exist. Networks provide individuals more say in defining their individuality, because by seeing what they engage in they can pit it up against everything that they don’t. Being in a community of punk rockers, for example, says something about that individual in that they chose to be a part of that group over every other group.
Beyond “Communities”: Paul Gee suggests we call these affinity spaces, where we go to fulfill certain common goals
Relationships are often non‐exclusive Our interests are varied and therefore we go to a variety of them throughout the day; affinity spaces are mobile unlike something of an exclusive membership Allow content to be spread quickly, from one space to the next Types of Affinity spaces (Lee):
Pools
• loose associations, strong association w/ common endeavor or w/ values of community • brand communities, political organizations
Webs
• organized through individual social connections • ties are stronger and decentralized
Hubs
• loose associations formed around a central gigure • Example: fan clubs
Pools attract shared activities, while webs attract activities that sustain social connections Type of Entry (Lee): 1. Open: no registration required; members feel little or no emotional ties within them 2. Free Registration: common model; allows sites to get information from users in order to customize itself to fit their needs; this is where spreadable media happens most successfully 3. Purchase: Operate under the sticky model: if you pay your way in, you stay; tend to be hubs with very little interaction between users; skepticism exists due to their lack of social ties 4. Outside Selection: Value is in their exclusivity; don’t encourage the spread of media but can generate buzz Remember: “Communities aren’t created, they’re courted.” This means you’re catering to an existing group that has a certain set
of values that drive their interactions and choices, not creating it with your product. How do you reach a range of communities? The Scattershot Approach (Weiler): make it as easy and as enjoyable as possible for consumers to find and communicate with you; allow people to be able to take your content and retrofit it to fit their needs and interests Basically, if you go with the sticky approach, you’re missing out. You must seek out and engage communities and convince them to engage with your content. You can’t wait for it to happen.
E. What makes Spreadable Content Spreadable Key Question: What is the relationship between the community and the materials it circulates? The Answer will allow us to determine what characteristics our content must have. Remember: • •
Not all content is good for sharing…gifts we share say something about our perceptions of the person we are passing them onto Community members circulate stories to affirm their commonality
What motivates people to share information? 1. Bolster camaraderie and bolster values which identify the community 2. Gather information and explain things 3. Establish boundaries of an in‐group These are the same reasons for why people advocate for franchises or brands: it expresses something about them, it has some valued social function, and responses help sort out who does or doesn’t belong. When advertising spreads, it’s because it has acquired worth; the community has embraced it as a resource, for reasons that vary from community to community.
This is where the commodity can bleed into the gift economy. When a text can be taken and broken down on many different levels for different communities, your text is being used to communicate something between those who share it. One text can be used to express different things to different communities, however. For example, the leaked VFW car bombing ad was used by some communities to both express disgust, while in others show support for America’s fight against terrorism. In both cases, however, the text was used to reflect and reinforce some set of values within that community. Allowing your text to do this allows your text to become spreadable. The Company’s Meaning vs. The Consumer’s • • •
When texts get spread, their meanings are in the hands of the community; the control is out of the hands of the producer The message morphs as it travels (like the game telephone) Content will only spread if it can serve different communities in a variety of ways, but only community members can determine what those ways are o Therefore, companies must situate themselves to both motivate consumers to talk about their brand and talk through their brand o While advertising may convince us that their products might make good gifts through the values they convey, its spreadable media that makes them good gifts to pass around To state it simply, once the producer unleashes the text to the masses, the producer loses all control over what the message of that text is. People determine the message and change that message as they pass it around the system, adding new meaning to it as they do so. The producer can merely suggest what value the text has, as the consumers are the ones who decide that. In fact, by trying to give your text a particular meaning, you limit the potential meanings others can find in it.
To Make Content Spreadable
•
•
Message vs Meaning: a message is something we encode in a text, but a meaning is what’s taken out of it by the consumer A text becomes part of popular culture when consumers make it their own, embrace its potential to say something about themselves. This is where a commodity becomes a gift.
Cultural Commodities (Fiske) – the raw materials that go into the production of pop culture Producerly Texts – when the cultural commodity becomes a cultural resource used to express, define, or understand social and cultural relationship •
•
•
•
This requires a bottomup approach to creating popular culture, where the consumers define the creative interaction with the commodities, a negotiation between consumer and producer. This requires the text to have loose ends that can be grabbed hold of, interpreted, reproduced, etc. THIS IS HOW INDIVIDUALS CONVEY SOMETHING OF THEMSELVES AS THEY PASS ALONG THE CONTENT The more clearly defined the message’s use is, the more it limits its potential circulation A producerly video is one that can be accessed on multiple levels This is the way in which art works. Good art is so because it effects people in varying degrees. One person may be able to find an emotional connection with a piece of art that may surpass another person’s, but that latter person may still find value in the art, just differently. In a world where everyone has a different worldview based on their lived experiences and values, any one thing can be interpreted in an infinite number of ways. Good art is crafted to the degree that there are multiple points of entry; it’s deep enough to allow for simultaneous and varying degrees of accessibility. This openness should be something that our text should aim for in order to become spreadable.
Remember: •
•
•
•
A company cannot produce cultural resources, only cultural commodities that may be turned into cultural resources by the consumer’s choice to gift it For those worried about loss of control over brand message: it’s already lost. The more you fight it, the less potential your text has for having “worth” in the eye of the consumer Therefore, ads must sacrifice some degree of functional purpose – if there’s no ambiguity, there’s less room for spreadability, less room for new meanings to grow Lastly, this doesn’t mean the brand’s message disappears. It gets reintroduced to each person that sees it, but it also gains new meaning. A great example of this is the Mac Vs. PC ads. They have a distinct recognizable style, but they’re presented in a very open ended way – it leaves room to grow and expand. People have been able to take the idea of Mac Vs. PC and spoof it by using any two competing entities; in this way, Apple has lost control over the message, but the brand’s message is still there: any time you see one of those spoofs, it only reinforces the original idea of Mac Vs. PC. The original Apple ad gains new meaning through the ways people interpret and change them, but it always leads back to the original message and leads the people watching the spoof back to Apple
F. Aesthetic and Structural Strategies Key Idea: While openness in a texts meanings and uses increase the chances of an ad to become spreadable as a gift, it still has to communicate something socially meaningful. It must have something compelling about it. 1. Humor: when we spread something funny, we are also sharing it in the vein that we are articulating and validating our cultural limits in taste • •
Parody Absurdity through shock/surprise
Message of Humorous Ads: If the advertisers don’t take themselves too seriously, it creates a setting where users are
encouraged to have fun too, thus, mashups, remixes, etc. AKA spreadability Be careful with parody, however, as you run this risk of exclusion and alienation of audience…include different levels of accessibility 2. Information Seeking: When the ambiguity or “oddness” of a video encourages people to talk to each other about it to “figure it out” • •
•
The act of bringing communities together as a collective intelligence Jenkins: successful media franchise not only draws like‐ minded people together to form an audience, but gives them something to do When people search for authenticity, origins, or purpose in your text, they are actively constructing a meaning, another form of producerly engagement
3. Unfinished Content: While the prior two examples have the users fill in the gaps in meaning of the content, this form of engagement literally includes the consumer in the creation process, having an open ended system that the user interacts with. • • •
Text is a partial work with incomplete components that the user takes participation in putting together Incites users to debate about the text’s inner mechanisms, test the limits of the device, reinterpret its meaning. Incites teamwork to “figure it out”
4. Nostalgia and Community: The fantasies of a commodity culture are those of transformation while those in a gift economy are nostalgic • •
When we want to break free of social constraints we turn to commodity to shift our status/idenity When we want to reaffirm existing values, we turn to the gift economy
Jenkins (1992): Fan media production/circulation (gift economy) centers around nostalgic themes, such as romance, friendship and community. •
Baby Boomers love watching old commercials, collect old toys, etc.
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This new interest has re‐launched old brands through retromarketing Solidarity still key; brand must inspire among its users a sense of belonging
The main takeaway from these four methods is that spreadable media evokes emotions, conversation, collaboration, critical thinking, and further action. If your text can accomplish this, then it opens itself up for people to place value in it, which makes it spreadable. Make it interesting, different, unique…give them something to talk about! When your video engages the user, it makes them interested in you beyond your product and gives you valuable attention. Allows them to assert control over the information of ad so that they’ll actively construct meaning in it. If they’re the one’s creating the meaning, it will spread and create worth.
G. The Value of Spreadable Media
Spreadable Media vs. Television Advertising:
Television is good for “just in time” information; reach MANY more people at one time Spreadable media is good for slower circulation of information, better chance for deeper saturation, and is much cheaper, but is more of a risk Cadbury Gorilla: 8 weeks, 5 million views, 30% above the industry average, increased sales by 7%. However, no sure thing that your content will catch on.
What is Spreadable Media good for? Longer term benefits rather than short term.
Generate active commitment from audience Empower audience, include them in the success of the product Online word‐of‐mouth Reaching niche, highly interconnected consumers Reaching out to audience, going to where they are, and reaching out in a way they value.
It’s a funny paradox that the Internet is the fastest way to find stuff, yet the slowest to spread a product. Of course, that’s because it’s getting modified and changed, which takes time, but ends up reaching a lot of different audiences in the end. If you can make people be a part of the success of your product, it’s going to establish an identity with that product. Everyone likes being associated with a winner – if your audience feels like they’ve played an active role in making you a winner, you’ve just accomplished two huge accomplishments in one move.
What can Spreadable Media do? 1. Expand and intensify customer awareness, transform perceptions, and reaffirm a brand’s place in consumer’s lives 2. Expand range of potential markets by hitting niche markets 3. Intensify customer loyalty by increasing emotional attachment 4. Expand shelf life of existing media content (like in the case of retrobrands) Who has the most to gain from Spreadable Media? Those companies who:
Have low promotional budgets Want to reach the niche audiences Want to hit the “Long Tail” with their message Want to build strong emotional connections Don’t have well established brand messages Aren’t concerned about losing control over their intellectual property Basically, what it looks like is that upstarts have the most to gain from spreadable media as they don’t have as much to lose. It’s dangerous in that there’s no guarantee your message will be spread, as it’s up to the consumer to deem any worth there is in it. However, if you can do it right, you can reach a lot of people in a meaningful way for a fraction of the cost of an expensive TV campaign. Creativity and understanding of your audience is key.
So what’s right? Sticky or Spreadable Media?
Ultimately, some of the most success stories are coming from a hybrid of these two worlds: some form of marketing in a distributed network o MeYou cellphone media sharing: users can receive certain content from MeYou and friends for free, but other content requires direct payment o Sony BMG is now opting for a system that embraces profit sharing and building stronger collaborations with fans…people can post music of copyrighted content, but a link must go to the original site and it can’t be “embeddable” o These compromises have increased traffic to Sony‐BMG sites while no longer treating fans as criminals
Mark Pesce: British and American TV is enjoying international commercial success because of massive online circulation…it ends up promoting content, increasing interest.
“We have to deal with the world as it is, not as we’d like it to be” … where any program or media content can be infinitely and immediately available anywhere in the world, the only edge companies have comes in entrepreneurship and innovation
People want to have active roles and are having them with or without companies’ involvement – that’s the Groundswell – so by giving the people opportunities to use and shape our texts, we are inserting ourselves into the Groundswell. Final Thought: “Companies are losing control over distribution, but are gaining the value of each user’s personal ties” What it comes down to is that spreadable media is the acknowledgement of the company that they can’t force a message into an audience, and they’d be better off embracing the consumer’s ability to determine what’s worthwhile by priming their material to be found to be worthwhile. Be creative, give your content reasons to be cared about, and let people talk about and spread your product. Your brand will be reach more people and, by allowing people to interactive with it, it will have a better chance of building emotional attachment and loyalty.
Knowing Your Interactive Audience and What Makes Effective User Experience Design SECTION 1 Sampling audience approaches by expert Take away: Looking at expert analysis is a great way to learn about the developing field. Here are a few examples of what those experts are saying. Competitive benchmarking – Studying work of others in your field; select people to follow and read what they’re saying. The key is to always adapt to the evolution of uses and gratifications of users and how they can be reached Power Law of Participation Participation in communities plots along a power law that starts at low threshold participation (reading, tagging) and ends in high threshold participation (moderating, collab‐ orating); the higher the threshold, the more it engages with the community and creates a collective intelligence . Ruder Finn: The intent index – lunderscores that people’s online behavior is better explained and understood by similatrities in intent rather than by demographic differences between them. This means looking at why people use the internet and keeping up to date with these reasons. If we know these things, then we can know what to provide our audience with. Maki (a philosophy student from a blog called “Dosh Dosh”): • •
In marketing and advertising, we must proactively define our target audience. Constructing a general profile of you audience allows you to better understand what the scope of your content should be, the site’s usability, marketing campaigns, etc.
Two methods: 1. Stastical Analysis • Visitor loyalty, bounce rate, receny, time on site – give a sense of a visitor’s level of engagement, gauge enthusiasm • Visitor Location – allows you to make cultural assumptions of your visitors • Visitor search terms/keyworks – shows what people are looking for, what is bringing them to your site • Traffic source – where are people coming from? Shows you what’s working in terms of bringing people to your site. 2. Data Collection • Polls • Surveys • On‐site User Features – allow users to create profiles or favorite/rate blog posts • Audience Feedback – monitor feedback channels such as comments, emails, icoming blog links Remember: segment and compare your findings over a period of time. This will allow you to construct a better understanding of your audience so you can better address their needs! Steve Baty – Personas Personas are archetypal representations of audience segments that describes general characteristics that lead to that segment’s needs and behaviors. They are usually represented by a detailed profile of a made up person from that group. Why should we use them? 1. They allow us to determine what a product should do 2. Allow us to communicate with stakeholders and designers 3. They allow us to build consensus and commitment to the design 4. The allow us to measure the design’s effectiveness 5. They allow us to contribute to other productrelated efforts (marketing, sales plans) How do we determine them? 1. Surveys – quick, cheap, but often times not enough to give an overall accurate assessment
2. Ethnographic Research – aka observational research techniques; time intensive, but allows for real insight into an audience for a product or service we’re designing 3. Interviews – allows flexibility to explore ideas and motivations that aren’t accessible to an observer 4. Contextual Inquiries – participants explain their actions and thoughts as they work through a task or activity 5. Web Analytics – lets us look at what happens when people visit our site; tells us only about those who are already using our site, though. Tip: Todd Zaki Warfel ‐ Allow someone you know personally as an example for each persona, someone you can call and ask questions; makes each persona more real and approachable for the team So what’s the point? By creating personas, we can address the needs and behaviors of different groups of users, ultimately creating a great user experience for them – the key is getting a proper understanding of who those users are based on the above. The rise of Information visualization As UX designers, we must know more than just design; in order to create proper information visualization, we must know statistics, do things programmatically, and be able to find meaning in data. This is the data scientist, and being one will give us a leg up. In other words:
Skill 1: Statistics Skill 2: Data Munging (parsing through one’s data before it’s suitable for analysis)
Skill 3: Visualization
Avinash Kaushik: The Ultimate Analytics Data Reconciliation Checklist When trying to gain accurate data on the visitors coming to your site, using one web analytics tool is best, because multiple tools can having differing data results due to minute differences in definitions. However, if you have to have two or more tools, Kaushik has a list of trouble shooting methods to get the different readings closer and thus a more accurate representation of data. http://www.kaushik.net/avinash/2008/11/ultimate-web-analytics-datareconciliationchecklist.html
Eric Shoenfeld – hot area of search right now is realtime search • Real time search “taps into consciousness” while regular search “taps into memory” – Edo Segal • Real time search pulls up results that are deemed relevant based on timeliness; idea is that it will search trends and what’s important in the public’s eye at that time
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Collecting Valuable Data Web Analytics – the process of studying data to understand the influence and potential impact of one’s communications using software tools that collect and assess Internet data • On‐site analytics – assessment of what people are doing on your website • Off‐site analytics –measurement of a site’s potential audience While there are many different companies that offer analytics software, there are some common terms amongst them that give us crucial information. Here are just a few: • Hit – any time a user requests to download a file from your site; NOT the equivalent of a page visit, as pages consist of multiple files that get loaded. • Page view – request for a file whose type is defined as a page in log analysis • Visit/Session – Series of request from the same visitor • Visitor/Unique Visitor/Unique User – A uniquely identified client that requests files from your page • Impression – Each time an advertisement loads on a user’s screen • Bounce Rate – Percentage of visits where the visitor enters and exists the same page without visiting any other pages on the site • %Exit – The percentage of users who exit from a particular page. • Click path ‐ the sequence of movement a user makes through your site To keep up to date on changing/emerging trends and data, keep watch of Join Industry Committee for Web Standards (Jicwebs) and other organizations to learn of them as they are developed.
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Conducting Usability Research Validation or Verification Tests – conducted late in development cycles to measure how early problems were remedied, how usable the product is against established parameters, and whether there are new problems. • Must meet standards created through previous usability tests, surveys, and interviews with users A matrix test design lets you test a product across a range of roles according to different variables Test at least four or five people per type or matrix cell, eight is probably ideal for best results Have users undergo a screening questionnaire so you can find the right type of people When conducting observations: • When conducting observations, never do anything or indicate anything that will give feedback to the user. To get accurate results of how usable your product is, it’s important that users have an unaltered opportunity to figure it out on their own. • Always maintain professional conduct so that users take the test seriously • Have nondisclosure and recording consent forms ready After observation, compile a report reflecting on the results. • Group similar problems or successes across the different users, noting which user the comment stems from • Take note of where problems occurred and where they didn’t – after all, this is the key to discovering what aspects of your UX are working or not
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On audience, participants, and creatorconsumers Key points on UX: • The emotion he or she feels during the experience is just as important as the product or service’s usability. • If a product is aesthetically unappealing, people will be less likely to use it, no matter how user friendly it is; find a balance between aesthetics and
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usability If you elicit an emotional response from the user, your design is doing its job. Make it feel good and people will likely come back. Introduction to UserCenter Design Process This process places end users in the middle of the development process, with the goal being to discover what they want and if your design is fulfilling their needs. Make sure your subjects fit in with the profiles of the target group you’ve established. 1. Define your target audience – this is where you develop your personas 2. User task analysis – identify and understand the users’ goals by establishing the current tools they are using, limitations alternatives, and changes that may enhance the experience. Gather this data based on your knowledge of target audience and through feedback from real users and observation of them. 3. Create a prototype – an early working model that defines how the system will work and can be tested on users; abstract ones may be cheap but confusing, while highly developed ones may be expensive and a lot of work for just a test phase 4. Test prototypes with real users – five users are usually enough to identify about 80% of problems; both converse AND observe; let the user’s experience be your data, NOT what you expect to happen • Saves time and money • Users are more forthright in criticism • Interaction designers more creative in problem solving when changes can be made quickly • Once designs get firmed up, the graphic design can be worked on 5. Beta Release – a pre‐release restricted to a number of users to give feedback on 6. Ongoing evaluation – After app or website is launched, keep refining it based on customer service reports, user comments, etc. Focus groups: Strengths – great for getting ideas on look and feel of website; yields good data on emotive issues; gathering user requirements and expetations Weaknesses – people often say things that don’t match what they actually do; groupthink can lead to conclusions that are not quite true for the whole group Morae eye tracking – system that records user’s mouse clicks and page
views to the user’s expressions throughout the test; also features PIP so that research can convey the results along with the actual clip of the user’s onscreen activity. Alternative UserTesting Techniques: broadens the base of the inquiry, moves beyond the performance of pre‐defined common tasks. This open ended testing asks users to be as free as possible throughout the test, navigating to whatever they want, whenever they want. This allows you to see real world user behavior in relation to your application or website
SECTION 5 Application usage trends State of the Apps Report – a report issued by Wakoopa, a research service that has an application installed on participants computers that monitor what they’re doing a when on their computer. Some interesting trends: • Social networking usage peaks between 9 and 10 PM, except for Facebook, which is constant all day • Google Chrome is quickly growing, past 15% usage across Wakoopa users • Wakoopa users are likely early adopters of technology and could be an early indicator of where things are going
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Visual Design for the Modern Web As alluded to earlier, one of the most important factors in determining credibility of a user experience is the visual design. The four things that promote audience engagement: 1. Selfevidence – easy to use, intuitive interface, big reward for minimal investment 2. Speed – must load quickly, concise navigation 3. Feedback – give audience operability that responds to their use 4. Accuracy – project free of errors During Analysis, consider the following: • Clarify goals • Identify the target audience • Identify goals for interactivity • Determine constraints • Determine content
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Analyze architecture
Address the following characteristics: • Physical demographics • Cultural demographics • Computer experience (knowledge of tech, favorite sites, surfing patterns) • Findability (how will your audience find you?) • Computer equipment profile (what are the user’s capacities for experiencing your site?) • Frequency of visits (those who are infrequent must be approached differently) • Location of access • Competing sites (what have others done and why?) • Long term relationship – find ways to establish one and maintain it based on the needs of your audience and how they want them fulfilled • Plan for alternative navigations through your websites More Interaction design tips • Anticipation Don’t expect users to gather all of the information; anticipate what the user wants to do and give them the information and tools to accomplish each step • Give users autonomy Make the interface open, giving users control, but don’t abandon boundaries altogether; people like have an idea of a sense of rules so that we can be more comfortable and understand the scope of what we’re engaging with • Keep users aware of status and information Don’t keep users in the dark – give cues to indicate what the user should be taking away from their action/the environment (trashcan example – if one item in trashcan makes it looked stuff, people will think it should constantly be emptied) • Keep your design consistent Keeping a consistent flow of visuals and set of rules allow users to more easily interact with your interface • Know when to be inconsistent Be visually inconsistent so users can know when to expect things to act differently
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Always consider the efficiency of the user The user’s time is the most important thing to him/her. Always consider what would seem to take more time and energy versus what actually does. Microwave example: Heating something at 1:11 is quicker than heating something at 1:10, as 1:10 require the additional time it takes to find the 0 key Keep the users occupied If they have to wait too long, you’re wasting their time and money Explorable interfaces Offer a path of least resistance, but allow users to navigate your landscape in whatever way they want to explore “what‐if” scenarios Allows users to go back, undo, and escape This encourages users to engage, experiment, and explore as they know they don’t have to be so careful with each step Don’t make staying in a chore, either If an interface is too confusing, it’s going to hinder user engagement to begin with Usability and learnability are different things In a perfect world, there would be no learning curves, but in reality, there are; in fact, we must have learning curves no matter how usable our site is. You must decide what’s most important, speed of adoption or depth of usability, but strike a balance between the two regardless. Don Norman: Three levels of processing Normal claims that people process input at three levels: o The visceral level (preconsciousness, where appearance matters and first impressions are made) o The behavioral level (the function, performance and usability of a product) o The reflective level (where the full impact of thought and emotions are experienced) The ideal UX hits on all three
SECTION 7 Tagging Tagging is important because it is a way people are communicating online. Tags
help guide us as we seek out information and then share it; they help us find new topics that we’re interested in. Everyone from bloggers to UX designers use them, so it’s important to understand their function. Three functions: 1. Information architecture – to organize information so others can find it 2. Social software – computer‐mediated collaboration and sharing 3. Personal Information management – organize one’s own information to get things done Gene Smith: Tagging works because tags are simple, flexible, extensible; they can always be added and they can be aggregated. Rashmi Sinha: Tagging offers an alternative to folders – instead of just organizing documents by a folder subject, you can add tags to describe in more detail where that document fits in with the rest of your documents. Re‐ organization is as simple as changing tags. Tagging can also… • Organize people – people interested in a particular subject can tag objects with a particular word that other interested people recognize as representing that subject • Bring about “social proofs” – when users start adopting a tag started by early users (such as on Twitter when users participate in trend topics with the # before tag words) • Make political statements – I.E. the Free Software Foundation advocating the tagging of Amazon.com products with digital rights management software with “defectivebydesign” Types of tags: • Descriptive – what the tagged object is related to • Resource – i.e. book, video, photo • Ownership/Source – where the resource comes from • Opinion – adjective based tags • Selfreference – i.e. mine, mystuff • Task Organizing – i.e. todo, work, forpresentation • Play and Performance – trends and fads connected via the tags that describe them Tags create folksonomies – user generated hierarchies between objects; those who tag determine what is important about the object rather than a third party.
SECTION 8 Search engine optimization Two challenges of SEO: 1. Attract visitors – your site must provide high‐quality regularly updated content to keep people coming back and to encourage people to recommend your site 2. Attract links from other sites – Sites that provide extensive resources attract the attention of others, including people who want to link to your site. Important basics to SEO: • Page Title – aka what does in the title tag, make it unique to each page; title should contain business name and explain what the page is about • Meta Description – gives search engines an idea of what the page is about; use this tag to summarize the content of your webpage within 160 characters. • URL Structure – create appropriate filenames and categories on your site so that it’s easier to index • Navigation – Solid and error‐free navigation of your website is both helpful for users and search engine indexers. Include a sitemap to ensure even more appropriate indexing of your pages. • Unique Content – Keep keyword density in your site around 2.75% ‐ 3.21% • Anchor Text – links within your website; help spiders understand what the page is about by what it links to • Alt Tag Optimization – important for escribing images because images can’t be read by spiders
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Important thoughts on UX from Jesse James Garrett • We are not information architects or interaction designers; we are user experience designers • It’s not the information that’s important, but the interaction. The experience. • We create things that people use, which means something people engage
with. Therefore, engagement is what we’re striving for. If nobody engages with it, it doesn’t exist.
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We can affect people’s: o Perceptions by engaging the senses o Cognition by engaging the mind o Emotion by engaging the heart o Action by engaging the body (anything as simple as making people click) This is incredibly powerful. Other factors affecting UX: o Capabilities – the individual’s capacity for being moved, or their sharpness and flexibility o Constraints – hindrances that limit our abilities, such as a learning disability or an inability focus due to recent emotional trauma o Context – the environment that the experience is being engaged in; contains all of the personal variables that make up who we are: personal history, personality traits, etc. Our role is to synthesize and orchestrate elements in these various areas to create a holistic, cohesive, engaging experience.
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We must embrace our role as a cultural force: our job is relating to how our designs make people feel, make them think; it goes beyond delivering value to a business
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As shapers we shape the tools, and then those tools create experiences that shape humanity. Puts a huge degree of responsibility on the UX designer.
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Excelling as an interactive professional • It’s necessary to be strong with technology and writing, having a positive personality, and the ability to be creative. • What will make you stand out: o Interviewing and Ethnography skills – be an anthropologist of sorts to understand and build your personas o Quantitative Wisdom – applying numbers through a knowledge of
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statistics and other analysis techniques o Cognitive biases – understanding what drives people’s choices and their world view o Constantly scanning the horizon – maintaining up‐to‐date knowledge and evaluating new technologies as they emerge is very important Maintain your brand; put your knowledge and creative talent on display. Make yourself stand out through your own individuality and image. Start building it now.
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A few random thoughts on UX design • Website accessibility is a requirement Your audience is going to be a wide ranging group. Producing a truly usable site that supports all of those different user groups to achieve a common goal requires much consideration to the various needs and requirements from the get‐go. This means considering those with visual, learning, cognitive, auditory or physical disabilities. • John Owen on Twitter and the Rule of Effective Reach “While Twitter is trival and indulgent for many, it’s vital and revolutionary for others.” Twitter is a perfect reminder of the rule of Effective Reach: The content, audience and the ability to get the message to the audience dictates the value of any communication. Your audience must receive your message and perceive value in it. You must deliver your message • Where your audience wants it • When your audience wants it • In the form your audience wants it In a way that allows your audience to participate or respond
Top 10 Interactive Media Thinkers 1. Henry Jenkins Jenkins is a leader in the convergence of media and culture and the author of Convergence Culture and co‐author of the white paper If It Doesn’t Spread, It’s Dead. He is currently Provost's Professor of Communication, Journalism and Cinematic Arts at USC. http://henryjenkins.org/ 2. Seth Godin A marketer, blogger and author who coined the concept of “permission marketing,” which is asking a user for permission before presenting him or her with an ad (as opposed to interruption marketing). His continuous insights make him a good person for thoughts on the marketing/business world in a digital age. http://www.sethgodin.com/ 3. Brian Solis Solis has distinguished himself as a public relations expert in the world of social media and was one of the original thought leaders in the cross over between traditional and social medias. His visualizations of the world of social media has solidified him as a renowned figure in the community of Web 2.0 thinkers. http://www.briansolis.com/ 4. Steve Rubel Rubel is an expert on emerging trends and technologies, and his blog is an excellent resource for gaining incite on what’s on the horizon. He’s a great person to learn how to stay ahead of the curve from. http://www.steverubel.com/ 5. Jesse James Garret
Author of the influential Elements of User Experience which conceptualized the exceedingly important idea of user‐centered design. http://blog.jjg.net/ 6. Mitch Kapor Kapor, the founder of Lotus, was one of the first to decree that software (and by extension interactive media) must cut across disciplines of programming, design, and user experience. http://en.wikipedia.org/wiki/Mitch_Kapor 7. Clay Shirky Shirky is a leading thinker on the social and economic effects of the Internet and Web 2.0 tools and trends. He is often writing or presenting on important developments in this area. http://www.shirky.com/ http://www.ted.com/speakers/clay_shirky.html 8. Ben Schneiderman A human‐computer interface expert well know for his book Designing the User Interface: Strategies for Effective Human‐Computer Interaction. His 8 rules of interactivity are a great resource for creating user experiences. http://www.cs.umd.edu/~ben/ 9. Cindy Chastain Chastain’s theories on user experience – specifically, that a design has tangible elements (those which relate to the use of the design) and intangible elements (those which relate to emotional response of the user and meaning found in the experience) – are essential to a proper framework for interactive design. http://www.theuxworkshop.tv/cindy‐chastain‐experience‐themes/ 10. Josh Bernoff and Charlene Li
Bernoff and Li are executives at Forrester Research and wrote the seminal work Groundswell. There arguments for embracing the collective power of Internet users is an essential concept to Web 2.0 marketing. http://blogs.forrester.com/groundswell/2009/10/winners‐of‐the‐2009‐ forrester‐groundswell‐awards.html
Top 10 Interactive Media Readings 1.
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Groundswell A seminal work in the field of social media marketing, Groundswell points out the collective power and influence of web users and how companies must change their approach to survive in the new, potentially hostile environment of Web 2.0. http://www.forrester.com/Groundswell/index.html If it Doesn’t Spread It’s Dead This whitepaper by Henry Jenkins and Xiaochang Li, Ana Domb Krauskopf and Joshua Green addressed the problems with the notion of viral and how to harness the power of “spreadable media.” http://www.onlinefandom.com/archives/if‐it‐doesnt‐spread‐its‐dead/ The Long Tail: Why the Future of Business is Selling Less of More In this innovative book, author and Wired magazine editor Chris Anderson wrote this book advocates that details the benefits of a marketing strategy that aims to hit a niche audience instead of trying to market to a larger quantity of people. http://www.wired.com/wired/archive/12.10/tail.html Here Comes Everybody Clay Shirky’s 2008 book on group dynamics on the Internet explores, in his words, "what happens when people are given the tools to do things together, without needing traditional organizational structures" http://www.shirky.com/herecomeseverybody/ Socialnomics
This book by Erik Qualman takes a research‐based look on how social media has impacted the world of business. Qualman is considered a leading thinker in this topic and his blog continues to add insights on the topic. http://socialnomics.net/ 6. Marketing to the Social Web Larry Webber’s book is a great introduction to communicating with Internet users through social media marketing, engaging users and building communities. http://www.marketingtothesocialweb.com/ 7. Information Design Handbook This extremely handy guide introduces important concepts in the aesthetics and principles to information design. The handbook includes thorough case studies and beautiful designs, all which are great for inspiration. http://www.enspacedesign.com/ 8. The Elements of User Experience Jesse James Garrett’s landmark book breaks down the various elements that go into creating a user experience – useability, information architecture, interaction design, etc. – and offers lucid advice on how to tackle them all without getting lost in its complexity. http://www.jjg.net/elements/ 9. ZeFrank’s blog ZeFrank (Hosea Jan Frank) is a web personality and humorist who provides interesting observations on social media and experiments that apply the ideas behind it in clever ways. He’s worth knowing just as much for the quirky goings‐ on at his website as he is for his entertainment value. http://www.zefrank.com/ 10. Seth Godin’s blog
Godin’s insights are worth enough to include him in this compilation twice. His thoughts on business in the digital age are always interesting and noteworthy, and he blogs nearly every day. He’s a great resource for anyone interested in business and marketing in today’s Web 2.0 environment. http://sethgodin.typepad.com/
Top 10 Interactive Media Issues Usercentered Issues 1. Usercontrol One of the most important things to remember is to always give the user control over his or her experience. Without this factor, the user experience is severely limited and hinders the transfer of any lasting value from one’s product or message to the user. 2. Spreadability/stickiness One of the most asked questions of marketers in the world of Web 2.0 is how to make something sticky or viral. As explained in “If it Doesn’t Spread, it’s Dead,” the question people should be asking is how to make something spread from web community to web community, as this is how true lasting value can be achieved with many demographics that one’s strategy may otherwise never have reached. 3. User generated content Web 2.0 is highly dependent of user generated content: blogs, podcasts, reviews, videos, mashups; all of these can add value and leverage the unique voice of every individual on the web. The idea is that nobody knows everything, but everyone knows something. If everyone shares that something, the world becomes smarter. 4. Ease of Use When planning user‐experiences, ease of use must always be at the forefront of the designer’s mind. If a user can’t figure out how to use a product or website, it has no value. For this reason, designs should be intuitive and easy to use. 5. Usercentered testing There’s no better way to learn about how one’s interactive design works than by testing it on one’s target audience (a group called a user persona). The user‐
experience can best be configuring by keeping the end‐user’s needs and abilities front and center throughhout each phase of design. Industrycentered issues 1. Openness In the digital age where information spreads so quickly, how open should companies? Many claim that there’s no use in trying to hide from the masses anymore, as most likely anything attempting to be hidden will be uncovered and magnified by the groundswell. At the same time, there must be limits to how open a company can be to continue operating. This balance is one of the big issues being discussed in the field, but many can agree that openness to information and of networks is essential to our modern way of life – and now that we have it, there’s no going back. 2. The Digital Divide While the world grows technologically more advanced every day, there remains a huge portion of the global community without access to the Internet. These people are at risk of being entirely left behind, and it goes beyond just having access to the Internet; without proper computer training and accessible interface design, the developed world will continue to move forwards while those without a developed infrastructure will become increasingly disadvantaged. 3. Accessibility Another major issue in interactive media is that of accessibility. Keeping channels open is absolutely imperative, and the issue of net neutrality – making user access free of restrictions on content, sites and platforms – falls within this category. 4. Being alwayson Hyperconnectivity is a major buzz word in today’s work environment, but rightfully so. We already are having to adjust our lives to constant e‐mail, text and phonecalls – what will we do when we have so many gadgets that are on all of the time that our attention is constantly being demanded in different directions? Managing hyperconnectivity in an “always on” world is going to be a challenge and major issue for everyone involved in the web.
5. Ethical use of interactive media Interactive and social media are providing companies with a lot of great opportunities for reaching out to potential customers and communities, but this also opens up chances for unethical behavior in this interactive sphere. Posing as users, deleting negative comments, unethical advertising methods; there are plenty of places for companies to go wrong. Being a responsible user of the Web 2.0 space should be one of the top goals of any company engaging in social media.
Top 10 Interactive Media Resources 1. Uxmag.com This website is always a great source for industry related articles and insights, and their website is pretty good case study in user‐experience as well. http://www.uxmag.com/ 2. Lynda.com No matter how much theory we master as interactive design professionals, there were always be tools that we need to learn and master in order to apply it. Lynda is full of expertly taught tutorials and is a great resource for anyone’s ongoing technical education. http://www.lynda.com 3. TED There aren’t many places better than TED for finding consistently fascinating and relevant talks on technology, entertainment, science, design, and world issues. The site focuses on bringing presentations by fascinating speakers to the Internet for everyone to watch and learn from. http://www.ted.com 4. TechCrunch TechCrunch is a great blog that discusses technology, social/interactive media, and all things Internet. It’s a great blog for keeping current on industry news and opinions. http://www.techcrunch.com 5. Twitter The popular microblogging site also happens to be a great resource for interactive media professionals, making it easier to connect to fellow industry figures, discover new ideas and keep up with trends.
http://www.twitter.com 6. StumbleUpon Sometimes inspiration for design is hard to come by, and in times like these it helps to have a random slew of visuals to job one’s right brain. StumbleUpon is such a resource, providing the user with a random website (guided with user preferences, of course) with just the click of a button. http://www.stumbleupon.com 7. “101 Things I Learned from IxD School” Blog This blog, operated by an ex‐interactive design student, provides quick, easily digestible tips that serve as nice reminders or opportunities for discovery for any interactive designer, right out of school or not. http://www.ixd101.com/ 8. Gizmodo.com Gizmodo is a great site for keeping up with the latest gadgets currently on the market and those on the horizon – a techno‐geeks dream blog. http://www.gizmodo.com/ 9. Wired.com Wired magazine hones in on how technology affects culture, economics, and society at large, and wired.com offers much of the same. While their articles range from the entertaining to the insightful, Wired always promises an interesting look at technology through a slightly pop culture filter. http://www.wired.com 10. Google Analytics This powerful tool from Google comes highly recommended by many existing industry professionals, and at a price tag of free, it’s hard to ignore Google Analytics as a serious option for one’s web metrics solution. They even have a
comprehensive tutorial library that explains how to use their particular tool as well as best practices for using analytics. http://www.google.com/analytics/
Top 10 Interactive Media Theories 1. Uses/gratifications theory This popular media theory has been around for awhile, but it’s been given a whole new context through interactive media. When people have the ability to freely choose, we can gain new incite into what people are trying to satisfy through their media choices and, in turn, determine how to better fulfill those needs. http://www.jiad.org/article22 2. Spreadable Media The theory behind spreadable media is that the social practices going on throughout web communities are creating new distribution modes for online content. When someone likes something, they tend to share it with a friend if they feel that that something communicates a shared value between them. However, if one can provide something that can mean many different things to different groups, one has spreadable media and can reach broad and niche audiences for a fraction of the cost of a normal ad campaign. http://www.onlinefandom.com/archives/if‐it‐doesnt‐spread‐its‐dead/ 3. Don Norman’s Emotional Design Model Norman’s theory is one of those that follows the mode of thinking that one should strive to make people feel happy when experiencing your design. For Norman, a good design addresses the visceral (where appearance matters), behavioral (where the function and usability is processed), and reflective (where the full impact of thought and emotions are experienced). http://www.uxmatters.com/mt/archives/2005/11/personas‐goals‐and‐ emotional‐design.php 4. Online Communities Theory This theory tries to explain the motivation behind virtual communities, including Pareto’s law (that saws 20% of people to 80% of posting) and Peter Kollock’s three non‐altruistic behaviors – the idea that participation is just as much rewarding for the individual as it is beneficial for the group.
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http://en.wikipedia.org/wiki/Online_participation Social Network Theory Social Network Theory looks at how ties in social networks affect the norms of our relationships. http://en.wikipedia.org/wiki/Network_theory Information Theory While someone complicated, Information Theory is concerned with who a message is replicated at the other end of a system. It tries to account for such concepts as noise, redundancy and entropy of a message. http://en.wikipedia.org/wiki/Information_theory Knowledge Gap Theory Knowledge Gap Theory states that new technology and media is actually increasing the gap of knowledge between both high status and low status populations, as high status groups can use technology to increase knowledge at a higher rate. The issue of the digital divide falls within this theory. http://www.cw.utwente.nl/theorieenoverzicht/Theory%20clusters/Mass%20 Media/knowledge_gap.doc/ Diffusion of Innovations The diffusion of innovations theory states that in a system there are different types of consumers – those who are quick to adopt new things and those who are not. The idea is that those who adopt new things quickly are the ones who begin the spread of that thing throughout the system, so those people should be targeted. Another target group should be opinion leaders, those people in a system that have particular influence over what gets adopted or not. http://en.wikipedia.org/wiki/Diffusion_of_innovations Perception Theory
Perception Theory believes that the process for interpreting messages is complex to the point where people selectively analyze and interpret sensory stimulation to make sense of the world. This theory includes the Four Rings of Defense, which states that there four ways that people actively alter how they interpret information (selective perception, selective attention, etc.). http://jjppnetto.blogspot.com/2009/06/communication‐theories‐ perception.html 10. The Fun Theory The Fun Theory is pretty simple. It states that by making mundane tasks more fun, you make people more likely to undergo them. One of this group of theorists’ best examples of this is where they turned a staircase situated next to an escalator into a piano, with each step making a different note when stepped upon. Sure enough, more people took the stairs than the escalators. http://www.thefuntheory.com/
Top 10 Interactive Media Visualizations Visualizations of the Field 1. Web Trends Map This creative visualization turns the leader Internet names into a subway map based on the Tokyo subway system. Each stop is represented by a company or website, and the lines that connect the various stops create an association between them. This visualization provides a new look on the world of Web 2.0. http://informationarchitects.jp/web‐trend‐map‐4‐final‐beta/ 2. The Conversation Prism The Conversation Prism organizes the myriad of Web 2.0 utilities and services that are helping drive social media into a convenient, colorful chart. The visualization was created by Brian Solis, a pioneer of social media. http://theconversationprism.com/ 3. The Elements of User Experience This fantastic visualization breaks down the various design elements of user experience, providing a useful analysis of how these elements work individually to create the overall user experience. http://www.jjg.net/elements/pdf/elements.pdf 4. Web 2.0 Application World Mosaic The Web 2.0 World Mosaic takes the logos of 1001 different social media websites and turns them into an impressive visualization of the globe. http://www.appappeal.com/web‐2‐0‐application‐world‐mosaic/ 5. The Intent Index
This interactive chart presents the results of a study that asked audiences why they use the Internet. The graphic suggests that online behavior is better understood in user intent rather than user demographics. http://www.ruderfinn.com/rfrelate/intent/intent‐index.html Great Examples of Visualizations 1. Newsmap A continually updated visualization of the day’s news that makes each story’s box within the overall space sized according to its popularity. http://newsmap.jp/ 2. GoogleEarth Just as much a virtual world as it is a visualization, GoogleEarth has beautifully recreated our world through Satellite imagery to give us new methods for using maps, finding locations, and understanding spatial relationships in our global community. It’s tagging and overlays abilities allow user customization of the virtual space, combining social media and visualization to provide new opportunities for understanding our world. http://earth.google.com/ 3. NYT Faces of the Dead This classic New York Times visualization pays tribute to those who’ve died in the Iraq War by creating a digital mosaic of each soldier’s face out of tiles – each tile representing a different soldier. The result is a somber, tasteful and elegant visualization that is great example of how form and function can beautifully come together. http://www.nytimes.com/ref/us/20061228_3000FACES_TAB1.html 4. Internet Memes Timeline This fun, sometimes nostalgic interactive timeline maps every major Internet fad dating back to the web’s very creation. A good example of a lot of data being fit within a small space.
http://www.dipity.com/tatercakes/Internet_Memes 5. “Left vs. Right” Visualization Infographics are not easy to create, especially when the goal is to depict the differences between left and right wing ideology, which makes this visualization all the more impressive. Beautifully realized and expertly crafted, “Left vs. Right” gives a ton of information in a manageable space, making it a great example of a successful infographic. http://www.informationisbeautiful.net/2009/left‐vs‐right/
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Raising Reality to the Mythic on the Web: The Future of Interactive Documentary Film Conor Britain Elon University Professor Janna Anderson 8/28/09
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Introduction The documentary film is one of the most powerful non‐fiction story telling techniques, with a repertoire for teaching, spreading propaganda, and providing entertainment. The documentary’s many applications have helped it become a mainstay in the film industry ever since the first documentary film, “Nanook of the North” (1922), brought us into the exotic, ice covered land of the Canadian Inuit Eskimos, demonstrating the medium’s penchant for powerfully immersing audiences in the lives of other people and places. To this day, the documentary continues to give audiences unique, life‐like experiences through film while making profound observations on culture, politics, ideologies and people. However, interactive media, virtual worlds and video games have begun to redefine documentary experiences outside the context of film. Interactive, non‐ fiction narratives such as those found on New York Times Interactive let users explore stories in a non‐linear fashion, allowing the user to move laterally throughout the story and dig deeper when he or she wishes. One may say that these experiences are documentary‐like in nature, providing information on real‐life issues and subjects, yet, unlike traditional documentaries, they allow users to have a unique experience by giving them choice and control over the documentary. This concept of choice and control is often in contrast with the goals of the documentary filmmaker; after all, as filmmaker Sandra Dickson of Wake Forest’s documentary program states, a documentary filmmaker is concerned with the “telling” aspect of storytelling, constructing a powerful narrative through the careful treatment of his or her subject (Interview, Sandra Dickson, Oct. 8, 2009). When that power is handed over to the user – as is the case with interactive media, where the user is directing the experience – the author’s role of storyteller – and, consequently, the author’s view of the story – is diminished. This creates an inherent obstacle in translating the documentary into an interactive narrative. While many examples of interactive documentary can be cited, these are rarely done in the filmmaking tradition, instead coming from places such as art installations or museum exhibits. This paper intends to establish an understanding of the documentary film and contrast that with contemporary examples of interactive documentary, isolating the key components of the latter and attempting to integrate the functions of the filmmaker as an auteur into this working definition. By analyzing the two different approaches to documentary (interactive and cinematic) I will attempt to establish a common ground between them.
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The Documentary Film Defining the documentary film is no simple task; the most basic idea of documentary, capturing reality, is so broad a concept that it can be tailored to fit any definition that the documentarian prefers. As Galloway et al. point out, every film, both documentary and fiction, documents some aspect of our society’s existence, capturing elements of style, language, or perceptions on various topics, to name a few (325). One thing that contemporary scholars agree upon, however, is that documentary film does not, despite its historical connotations, claim to objectively represent reality. While reality and the depiction thereof may be a common element in early documentaries especially, filmmakers have come to understand the documentary as what Bruzzi describes as a negotiation with reality, melding the filmmaker’s experienced reality with his or her attempts at understanding it (2000). Despite this acknowledgement, non‐filmmakers often still look to documentary for truth, ignoring its use of dramatic and emotive filmmaking techniques. (Galloway, 325‐6). While Choi recognizes that a dedication to reality is indeed a main aspect of the documentary, he also notes that its job is to serve a larger context, citing Vertov’s notion that the documentary is meant to capture fragments of reality and combine them meaningfully (44). If we recognize that the documentary is indeed a creative construct of reality, we recognize that the documentary also has a purpose and inherent goals. But what are those? Why do documentarians feel compelled to capture reality and reconstruct it for others? In other words, what is the motivation for the documentary? Renov argues that a documentary has four functions: to record reality, persuade audiences, analyze information, and express something, whether it is an opinion, a sentiment, or a thought (1993). While Renov’s work is a bit dated, his four functions of documentary film hold true to the present and illustrate that the medium’s penchant for capturing reality is only one of the number of goals of the documentarian. Aston, Ruby and Lancioni illustrate this concept using Ken Burn’s film “The Civil War” as an example. They declare that watching a Burns film isn’t just a chance to be educated, but to be moved; indeed, as Burns mentions later in their article, he builds his documentaries around his personal emotional response to the materials used within it (21). In this sense, the documentarian is taking a reality that s/he experienced – in this case, Burn’s researching of the Civil War – and retelling reality through the lens of that personal experience. This idea supports what Aston, Ruby and Lancioni declare a rhetorical model of history, which states that history is negotiable because it is a constructed discourse subject to critique and revision (22). This makes the documentarian an author of sorts, a storyteller who is determining the viewing experience through a
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careful construction of video clips. Burns says himself, “If I put this picture up against that picture and it collides, something is produced that is greater than the total information of both of these pictures. That, you can say, is the theory of montage. But that, to me, is the possibility of art.” (Aston, Ruby, Lancioni, 23) The Interactive Documentary But what happens when this ability is given to the viewer of the documentary? Better yet, what happens when the viewer is no longer just a viewer, but a creator of his or her documentary experience? If history – and, as an extension, reality itself – is truly negotiable, there are multiple “realities” that can come from a single event, depending on who is telling the story. If a mass of people were all given the ability to mash up a series of resources like Burns describes in his process of making a film, wouldn’t they all produce a different set of associations through their own montage choices? In her dissertation “Interactive Documentary: Towards an Aesthetic of the Multiple,” Sandra Gaudenzi advocates the idea that by leveraging interactive media, a documentary can capture the infinite realities that constitute our world by giving everybody the power to document it. This idea of an “open source documentary” lies somewhere on the extreme end of the concept of interactive documentary, but its stark contrast to the goals of documentary film highlights the differences between the two approaches. These differences, according to Gaudenzi, may explain the lack of officially titled “interactive documentaries” that currently make up (or rather, don’t make up) the docu‐sphere: its not that they aren’t out there, but rather they’re being created by non‐filmmakers (such as artists, exhibitionists, etc.) who simply aren’t labeling their work as interactive documentaries because they don’t come from a film background. As Gaudenzi states, when filmmakers approach an interactive documentary, they tend to just create online journeys through their film’s subject instead of pushing the genre in radical new directions (Interview, Sandra Gaudenzi, Oct. 12, 2009). The goals of the interactive documentary are much similar to the goals of the documentary film itself, but instead of asking just the mental attention of the viewer, the interactive documentary demands a motor input from him or her as well (Gaudenzi, 8). By allowing physical interaction, the interactive documentary has the power to break down the limited linear configuration of the film, giving users an open‐ended pathway through which to roam the material (Choi, 45). Meadows’ 4 tenants of interaction – observation, exploration, modification and reciprocation – provide a good illustration of what the interactive documentary could become. Documentaries have long been observed, but with Meadow’s four tenants applied, they can also be actively explored, altered and shared by audiences. The 30‐minute to 2‐hour time block would become a thing of the past, with the
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documentary kept alive indefinitely through constant updates of the project, either by the documentarian or the contributors of the documentary (this concept is referred to by Gaudenzi as the autopaietic documentary, and will be discussed later),1 which raises a whole new question: where are the boundaries between filmmaker and audience when both are contributing to the film? The Conflicting Natures of Film and Interactive Media It is in this gray area that we find the major difference (and conflict) between the goals of the documentary film and the goals of the interactive documentary. Documentary film exists for the filmmaker to tell a story; in other words, the filmmaker is the author, which means, according to Choi, that s/he is responsible for contextualizing perspectives and rationales through storytelling (45). Essentially, the role of the filmmaker is to create meaning from reality (Gaudenzi, 5). However, as mentioned earlier, the interactive documentary, by allowing users to take control over the telling of the story, threatens the documentarian’s role as an auteur and thus his or her ability to create meaning (Galloway et al., 335). For example, instead of editing a linear film, a documentarian may decide to create a database of video clips and interviews through which a user is able to navigate with the use of a graphical user interface (GUI), allowing the user to pursue topics of interest to create a very personal documentary experience. While highly interactive, this is unsettling to some documentarians because this is in stark contrast to their goal as a filmmaker, which is to tell a story based on their lived experience. As Dickson states, it may even be irresponsible for the filmmaker to relinquish this control, because without any context to the film (which the documentarian usually provides), there’s the potential for a complete misinterpretation of the material itself (Interview, Oct. 8, 2009). For filmmakers to leverage interactive media, they essentially have to shift their approach to the documentary itself. Gaudenzi explains this concept nicely: “(In response to whether the filmmaker’s fear of losing control through interactive documentary is justified): They’re right. They’re right because this is the whole point of interactivity. This is why documentary makers will not be able to do interactive stuff, because they come from a logic that makes them want to give a message. They need control. If you want to give a message and you want to give a story, then the only way to do that is through a linear documentary. If your aim is not to give your point of view but to create an experience…you could do an interactive documentary. The interactive documentary is not there to portray one meaning. It only works if there is a certain level of loss of control.” (Interview, Sandra Gaudenzi, Oct. 12, 2009)
1 Of course, this requires reasserting that the documentary has never strived to exist as an objective
medium, and therefore such subjective things as modification and reciprocation shouldn’t be denied from the documentary world on the basis of their potential inaccurate representations of reality (Galloway et al., 328)
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The documentary is used to tell one point of view (the documentarian’s), whereas the interactive documentary has the potential to tell many. To add interactivity is to lose control over the film’s meaning, and for many filmmakers, this simply isn’t their goal. Authorship is an inherent goal of documentary film that documentarians are having trouble reconsiling with interactive media. While the issue of authorship is a major issue that’s preventing the Internet from keeping documentary film and interactive narrative from syncing up, this doesn’t mean that filmmakers aren’t utilizing the Internet at all. Documentaries are finding a whole new method for distribution on the Internet in a time when the industry is flooded with competition (Interview, Brett Ingram, Oct. 23, 2009), and documentarians are finding interactive websites a great way to include content that couldn’t be fit in the film (Interview, Sandra Dickson, Oct. 8, 2009). However, there are a few technical and bureaucratic problems with this approach to integrating the Internet with the documentary. On the bureaucratic side, filmmakers often sacrifice the ability to screen films at festivals if they host their film online, forcing them to make a decision between running the lucrative festival circuit or allowing the film to exist online. As a result, the Internet is usually a last resort for films as a place for distribution once they are no longer eligible for the festival circuit (Interview, Sadie Tillery, Oct. 22, 2009). Meanwhile, on the technical side, the main problem is that this limited use of the Internet tries to put a passive medium into an interactive platform. There are differences in how people use the Internet and how they watch films: as filmmaker Brett Ingram states, “it's difficult to preserve the true film‐like experience on the Web. The tiny screen and compressed image is nowhere near as powerful as the larger screen experience, and seeing films with an audience is even more powerful.” (Interview, Oct. 23, 2009). As such, Internet users are going to have different attention spans than people who are knowingly going to the theater to watch an hour and a half film (Interview, Sadie Tillery, Oct. 22, 2009). The seeming consequence of these factors is that the interactive documentary is in a stalemate. Filmmakers have little incentive to turn their film into an interactive project as doing so would limit its distribution to the Internet, would relinquish authorial control, and may lessen the impact of the film due to the small screen experience, all of which go against the nature of the filmmaker. Furthermore, documentary films aren’t likely to hold audience attention as well due to the nature of how people use the Internet. Unless there’s some degree of interactivity, it simply doesn’t make sense from the Internet user’s point of view to watch a linear documentary online (unless, of course, they’re actively seeking that film out). Galloway et al. suggest that much of the failure in the part of interactive film in general can be appointed to high audience expectations of the medium that are unfulfilled due to limited technically capabilities and aspirations; for the interactive documentary to succeed, audiences need a better melding of “interactive” and “film” (336).
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But why should we be so concerned with integrating the documentary film with interactive media? If they really are so conflicting, why shouldn’t we leave them to lead their separate lives in their respective mediums? In short: because they need each other. The Case for Authorship In a blog post critical of Second Life, Alan Graham points to a major problem inherent to the virtual world: it’s incredibly boring. “A lot of people ask me what I think about Second Life. I'm not going to pull any punches. It's boring. Really…really…boring... While there are no "rules" and the world is largely capable of anything the users wish it to be or do…it is that lack of structure that makes me not care. It simply isn't enough to buy a piece of virtual land and put something on it. Without story, without mythology, without a living and progressing narrative…without goals and dreams…what's the point?” (Graham, “What Second Life Should Learn from Myst”)
Graham’s observation perfectly illustrates the need for perspective in an interactive experience. Without it, the user may question why he or she should be interacting with it in the first place. This idea is similar to a criticism Gaudenzi has of interactive documentaries that rely thar rely to much on the user’s willingness to explore for learning’s sake. Simply put, without a perspective or narrative, the experience is boring, whether the documentary is interactive or not. A good example of this concept can be found by looking at two early interactive documentaries, “Black Friday” and “Becoming Human.” The former tells the story of a devastating series of brushfires in Victoria, Australia, while the latter explores the origins of the human species. While both incorporate similar levels of interactivity, allowing the user to click around the space and explore information of interest, “Becoming Human” builds up a narrative around the topic itself, complete with a video introduction and incorporates particular perspectives on the subject. “Black Friday,” meanwhile, merely explains the events from an historical perspective and lacks an overall perspective on the subject. It primarily uses text to convey information, leaving out the compelling storytelling abilities of sound and video, and the various interactive elements on the site feel disjointed instead of unified by an overall narrative. As Gaudenzi would warn, if someone weren’t extremely interested in learning about the Victorian brushfires, one likely wouldn’t feel compelled to stay with the documentary for long. The documentary film, after all, works because of its ability to organize a story in such a way that it is both informational and entertaining at the same time (Interview, Sandra Dickson, Oct. 8, 2009). Gibney notes that the power of the documentary film lies in its ability to harness the cinematic techniques to leave compelling images that propel people to keep thinking about a subject after the film ends. “This can’t be expressed in a paper or in an essay, which is the beauty of the
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documentary,” says Gibney. “It’s a narrative account of real life. It’s reality that rises to the mythic.” (Interview, Oct. 21, 2009). Meanwhile, the interactive documentary exists in a medium whose users are reported to spend an average of 56 seconds on any one page (Nielsen), meaning that holding users attention is no easy feat. In “Black Friday,” there is factual information abound, but there are no characters to relate to; there is no combination of narrative and image to compel the user to stay and leave him or her with any lasting impression. The power of the film to tell compelling stories and send resounding messages is an essential to documentary, as are the goals of documenting reality, and as such it is crucial to the success of the genre in an interactive medium just as it is as on linear film. In this light, authorship is not just something documentary filmmakers want to keep hold of because of their job to tell stories, but because it is what makes documentaries so compelling to begin with. While interactivity can provide engaging experiences, unless there’s a compelling perspective it may fall short of its goals as a documentary. If the medium is going to become something that attracts widespread audiences, it must have a degree of authorship and perspective so that a user’s experience will result in a deeper and more powerful level of understanding of the topic. So do the mediums’ differences mean they can’t be reconciled? Not necessarily. In fact, many films are leveraging interactive media to help prolong the life of their film, creating websites that don’t just function as informational and promotional hubs for the film but as a resource for additional content, user input, and calls to action (such as a film about world hunger asking for donations to the World Food Program). This method retains a high degree of authorship while introducing elements of interactivity more suited for the Web. While some may deem this a very limited definition of interactive documentary, it at least shows that there is potential for overlap between the interactive medium and the documentary film itself, and it is in this overlap that there may be hope for an exciting future for interactive documentary film. The rest of this paper will attempt to determine those very areas of overlap, where interactive documentary can retain some of the formal elements of authorship while also making the documentary truly interactive. In this way, the documentary film isn’t just able to exist in an interactive medium, but can be improved by leveraging it. This analysis will begin by examining prior scholarship’s models of interactive documentary. Prior Models of the Interactive Documentary Database Systems
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A long‐standing conception of the interactive documentary can be found in the database system model. The focus of this model is on the user’s navigation through a series of resources organized in a database. Each asset is tagged with metadata that helps connect associated content so that the user can dynamically traverse the database in a logical progression. These systems often try to take in user feedback to help create on‐the‐go associations between assets in order to create a truly adaptable system. One of the earlier iterations of this concept was called CyberBELT. An early technology in the field of interactive documentary (1995), the CyberBELT was designed to read user’s eye movements, react to voice commands, and respond to user control through data gloves. The system would literally be worn by viewers, and after a video clip would end the viewer would be given a chance to select what s/he viewed next. The system also kept track of patterns in user selection and tracked eye movement to see what users were paying attention to, which had an effect on which options were subsequently presented to the viewer after each clip. (Aston et al., 333). An ambitious experiment from a technology standpoint, CyberBELT employed some techniques that are still used in modern conceptions of database systems. The combination of the user choosing their path through the database while the system actively suggests subsequent content allows for a unique combination of authorship and user exploration. Additionally, the system allowed users to watch the documentary through the paths that other people had taken, adding a new layer of meaning for the individual viewer (Aston et al, 333). Choi suggests a more modern example of a database system. His model uses an open system that gathers material into an ever‐expanding database, where ontological data design unifies different media sources into the same database of metadata, essentially allowing random media elements to be recognized under a similar set of tags. He uses the example of an exploration through a part of Brooklyn in time: a user starts out on a street in one year, and through the accumulation of media elements the user can see change across time, focus in on a particular building, hear what Brooklyn might sound like in 1950, etc. The flexible system uses metadata to connect different resources, much like CyberBELT, but users can also redefine metadata in the middle of use, allowing them to create entirely new concepts as they go. (Choi, 51‐53) The system uses a GUI to represent relevant pathway options the user may decide to take, where nodes of varying size (related to their relevance) represent possible pathways. Like CyberBELT, Choi’s system allows for dynamic adaptation of the relationships between media elements based on observations of the user’s prior decisions. In Choi’s system, the authoring process comes in setting up the connections and lines of logic between media elements. (Choi, 47‐49) The underlying idea of the database system model is that a user is given a chance to traverse the documentary through exploration. The result is far removed
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from a film, but the user receives an intimate, personalized journey through a subject that might resonate on a closer level because of the explorative nature of the model. In the Brooklyn example, if a user is able to track the change of his or her apartment building throughout time, the resulting experience may be something that a documentary film couldn’t emulate. While the documentarian may lose his or her ability to shape the documentary’s message, he or she is able to decide how content is associated within it and become a creator and shaper rather than a storyteller. Gaudenzi’s Four Modes of Interactivity In her classification of interactive documentary, Gaudenzi recalls Nichols’ documentary categories, which are based on how a film creates meaning rather than what kinds of meaning it creates. Gaudenzi applies this concept to interactive documentary, creating four modes of interactivity that categorize the documentary based on how its interactivity functions rather than what form it takes (Gaudenzi, 2‐ 3). Overall, Gaudenzi believes that the linear filmmaker is a storyteller and needs control, but the interactive documentary maker is more akin to a god‐like figure who wants to create the world of the documentary but not influence it (Interview, Oct. 12, 2009). She uses Cybernetic Theory to expound upon this metaphor of the documentary as a living thing, where the documentarian gives the film life but the documentary itself is sustained through outside users’ contributions. She refers to this concept as an autopaietic documentary, meaning it is always adapting itself to fit the changes in the system within which it exists, allowing it to survive changes in technology and changing cultural perceptions (Interview, Oct. 12, 2009). For Gaudenzi, this is the ideal version of an interactive documentary as it can achieve a better representation of “truth” by allowing infinite views of reality to exist within it. However, while the autopaietic documentary doesn’t yet exist, her four modes of interactivity account for the interactive documentaries that currently can be found in the docu‐sphere. Her first model is the Conversational Mode. In this mode, the interactivity places the user into a situation or interactive space where the user has an open‐ ended “conversation” with the documentary, continually doing something to which the system reacts. One example she uses is a project called the “Aspen Moviemap,” which was not billed as a documentary but serves as an early example nonetheless. In this virtual reality simulation the user sat in a seat with a set of controls which allowed him or her to drive around a virtual representation of the city of Aspen. While a simple concept, it illustrates the idea of having a conversation with the documentary as users were able to make choices within the realm of the documentary to which it responded immediately, smoothly, and unpredictably (11). Just like a real conversation is unpredictable, potentially infinite, and flexible, so is
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the documentary in this mode, simulating infiniteness in its ability to emulate a conversation (10). Gaudenzi includes simulations like The Sims and other docu‐games in this mode, pointing to these as examples of users being able to represent reality and life in a new context and allowing players to gain insight in ways normally unavailable to them through their conversations with the system (12). In the conversational mode, reality is meant to be experienced rather than watched, where the user becomes a role player and configurer while the author becomes a creator and facilitator (Gaudenzi, 14). Gaudenzi’s second model is that of the Hitchhiking mode. The interactivity in this mode operates as a series of hyperlinks, allowing the user to jump back and forth (hitchhike) between pre‐determined content at his or her discretion. Although it is interesting, Gaudenzi points out that this model is essentially a closed computation, where the user becomes more of a guest to the author’s created scenarios rather than one who is having a conversation with the system (16). Her main issue with this mode is that its lack of narrative structure assumes that the user is motivated by learning alone, and that the user’s curiosity will keep him or her exploring through the content (16). The third model is the Participative mode. In this mode, the database is open to change: viewers don’t just change the story, but how the story is told (18). She compares this mode with that of a one‐sided conversation: the user can passively view the documentary and intervene whenever s/he wants to do so. Participation can involve (but isn’t limited to) individual shooting, editing, retrieval of video, annotating video, commenting on video, or rating video and creating playlists; interactivity is no longer just a method for moving through content but a means for building it. Users act individually but the end result is collaboration (20). The last model is referred to as the Experiential mode, where the interaction in this model occurs and adapts in real time (22). Gaudenzi uses the social project “Riderspoke” to illustrate this model. “Riderspoke” presents a way of experiencing real life, where the user isn’t watching a representation of reality but is actively negotiating it in real time. The user receives a GPS device and a bicycle and is directed to ride around the city of London to certain landmarks designated on the GPS. Once there, the user is directed to record his or her thoughts on what he or she is thinking in that moment and how he or she feels in relation to the city itself. Participants can then hear recordings of prior riders, allowing users to both experience and see their current surroundings through the eyes of someone else. Through immersion, self awareness and awareness of others, Riderspoke allows users to create their own understanding of what it means to live in the city of London in a way that no linear film could ever hope to represent (23‐25). In the Experiential mode, users actively experience and create the documentary.
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Galloway et al.’s Four Categories of Interactive Documentary Not to be confused with Gaudenzi’s four modes of interactivity, Galloway et al. developed four categories of interactive documentary as well. Their four categories are the passive adaptive, active adaptive, immersive, and expansive interactive documentary. The passive adaptive documentary is similar to the concept of the CyberBELT system, where the user watches the documentary and the doc changes based on user responses to the material (using technology to sense such responses). The active adaptive category gives the user the ability to consciously affect the navigation of the documentary (similar to Gaudenzi’s Hitchhiking model). The immersive category makes user input and feedback fully participatory, putting the user inside of the portrayed world so that he or she can experience the events firsthand (similar to the Conversational model). This concept employs the idea of games and virtual worlds as documentary experiences, which will be discussed in the next section. Lastly, the expansive category employs a method of mass‐ interaction to deliver a community‐based documentary experience (similar to the Participatory model); in other words, a wiki‐documentary. (Galloway et al, 331‐ 335). These four categories of interactive documentary are largely concerned with leveraging virtual environments to create documentary experiences. Video games have begun leveraging the potential for sophisticated simulations allowed by today’s technology and, in doing so, are creating a potential new future for documentary experiences. This last section of interactive documentary models will explore the merits and issues of the use of video games to create documentary experiences. The Documentary Game The rapid growth of the video game industry has led to the creation of a number of niche genres, but few may be more controversial than the advent of documentary computer games, called “serious games.” The purpose of these simulations, unlike most video games, is first and foremost in education, training, or politics that go beyond entertainment purposes (Raessens, 215). The primary goal of the “docu‐game,” as it’s often called, is to expose players to past events and strive for “facticity” – the realm where something is “real enough” that users allow themselves to take away meaning from the game and apply it to their own reality. (Raessens, 215). But can a video game truly provide meaningful insight on real‐life events? Proponents point to the docu‐game’s dedication to rebuilding the complexity of real‐life experiences by simulating “feel, moral decisions and the sensory,” leaving the player with a sense of a situation that s/he otherwise wouldn’t have had a chance to experience (Raessens, 215‐216). Galloway et al. argue that there are enough parallels between documentary and the goals of
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the documentary game to constitute a fair comparison, and where the video game has an innate ability to build engaging stories and characters, it lends itself to easily immersing the player in the simulation (329). One of the most controversial examples of the documentary game occurred with the release of “JFK Reloaded,” a game that put the player in the role of Lee Harvey Oswald with the task of assassinating the president. As cruel as this description sounds, the makers vehemently defended their game, claiming their goal was to let the player either prove or disprove the lone gunman theory by having them try to recreate Oswald’s supposed shots perfectly. The makers stated that the video game treatment was a mere extension of prior looks at the Kennedy assassination in the media, even claiming that while Oliver Stone’s acclaimed film version of the situation exploited the truth by obfuscating it with a conspiracy theory, their game merely aimed to explore the situation by using technology to try and reenact the Warren Commission’s account of what happened (Galloway et al., 329; Raessens, 214). In his attempt to defend such docu‐games as having legitimate places in the world of documentary, Raessens argues that, if nothing else, games like JFK Reloaded open up discussion and get people talking about the issue, and, he asks, is this not one of the goals of documentary (223)? Yet many people find issue with the docu‐game, proclaiming that a simulation can’t possibility represent reality and that there’s no accuracy in the interactive – that history can’t be history if players can have a choice in constructing it (Raessens, 219). Raessens counters these arguments by pointing out that documentary has always been a creative treatment of reality, arguing that there’s never been a “real” objective history (221). However, this opens up a serious discussion about what is “real” in documentary. People are often concerned with answering what is real or not, but Aston, Ruby and Lancioni point out that while history is often a construction based in subjectivity, our question of the documentary shouldn’t be “was it real” but “could it have been real?” Sadie Tillery offers a similar statement: “I think people get hung up on this idea that documentary has to be real; I don’t know what real is; once it’s hit someone’s lens and especially once it hits the editing table, it’s all formulated; it’s all been processed through an opinion…in some cases these games are projecting what might happen, such as in a documentary game on global warming that shows what might happen over four years, there might be footage that’s included and also footage that’s faked to show what might happen, but I’m sure that it’s rooted in research that would also go into the making of a documentary film.” (Interview, Sadie Tillery, Oct 22, 2009).
Thus, if one can be comfortable with the fact that documentary film has always had a degree of bias, interactive documentary shouldn’t be any more concerning than a director’s creative treatment of reality (Galloway et al., 335). This does not mean that the docu‐game should be regarded without a healthy degree of skepticism, however. Raessens admits that docu‐games must have some degree of entertainment value to be effective (223), so what happens if the
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entertainment value supersedes the documenting value? As Dickson warns, there’s an inherent danger in virtual worlds in that there is a preoccupation with the entertainment value of the experience, and to make that engaging a lot of liberties on truth may be taken. If the entertainment value supercedes the goals of the documentary, the game has undergone a totally different mission than that of the documentary film and enters a severe ethical gray area (Interview, Oct. 8, 2009). If we can accept, though, that there can be legitimate documentary experiences to be had in virtual reality, there are suddenly a number of doors that are opened up to the documentarian. The educational uses of Second Life have been chronicled before ([Video file], “Educational Uses of Second Life”) but has the documentarian ever tried to leverage the virtual world to create interactive documentary experiences? Or, if as April Walton of the Duke Center for Documentary Studies points out, the medium is still too obscure to the point that it would get in the way of the message (Interview, Sept. 30, 2009), what about in a virtual world environment where the lines between real and fake are blurred beyond the point of distinction? This is already starting to occur with Google Earth Awareness Overlays ([Video File], “Awareness with Google Earth”), where users can draw attention to issues by creating multimedia layers over the geographic location in GoogleEarth where the issue is going on in the world. This feature allows users to “traverse” the issue in 3D space, giving them a perspective on the subject that can only be provided through exploration. As technology continues to improve the realism of simulations, the possibilities for similar projects are enticing. The Gap Between The Real and the Documentary But this in itself raises another question about the nature of the documentary. Why is there a compelling interest in making a simulation seem real? If we’ve established that we know a documentary is not necessarily “real” but can still offer value to our understanding of the world, why is it important that it at least appear so? After all, we would be hard‐pressed to view a cartoon as a documentary, even if it did claim to document something. Raessens suggests that while a documentary game might not be real, by seeming so it can still provide some form of therapeutic relief by relieving the tension of the documented conflict with insight and the seemingly real experience of the game (222). However, I would argue that in any documentary, regardless of the medium, the viewer’s experience is always one step removed from the reality that the documentarian experienced. Of course, this is inherent to the medium, for if there were no distance between the two, then it would simply be a lived experience without any documented perspective. However, I believe that the smaller the gap between audience reality and documentarian reality, the more “real” the documentary experience becomes. Choi argues that interactivity can reduce the gap
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between these two poles in documentary culture, between user and producer, production and reproduction, and authoring and act of inquiry (44). If this is so, interactivity itself has the power to increase the perception of realness in the documentary, which, in turn, would lead to an increased effectiveness in engaging the user with one’s project. For example, if a docu‐game had very poor graphics, physics, and real‐world mechanics, the gap between reality and audience may be too large for people to take the game seriously as a documentary. However, if that game had highly realistic portrayal of these things, audiences may be more likely to translate some of that game’s message into real‐world knowledge. Similarly, if a documentary film used scripted scenes and inauthentic dialogue, the viewer is going to disengage him or herself from the experience. Shortening this gap through the simulation of reality would be a powerful authoring tool for documentarians. 2 But it’s not just applicable to docu‐games. The idea of interactive media being able to shorten the gap between producer and user is promising for any documentarian looking to increase the engagement of their story telling. But what happens if the gap is decreased too much? Is it possible that the documentary could lose value if it goes too far in achieving realism? While the documentary attempts to decrease the gap between the film and reality, to get rid of the gap entirely would be to eliminate the contextualizing nature of the medium. As Sandra Gaudenzi points out, if the media’s purpose is to help mediate reality, when all perspective is erased from the documentary (as would be the case where there was no gap between reality and the documentary) the purpose of the documentary is lost (Interview, Oct. 12, 2009). In other words, as the “perceived reality” of the documentary approaches “reality,” its message increases in impact, but as soon as it crosses the threshold into being “too real,” it no longer carries any message at all. This creates a situation where documentary filmmaking has two potentially conflicting goals: to both heighten the reality of the documentary through objective observation and to comment upon reality to make contextual sense of it. However, as documentarian Alex Gibney argues, this is what makes documentary such a powerful medium: 2 This is not to mean that I’m advocating trying to fool one’s audience by portraying inauthentic material as reality. I simply am saying that where documentary film is a subjective construct of reality, it doesn’t need to prove “this happened” but rather “this happened as I saw it through my camera lens,” and if anything is faked, it won’t satisfy that last requirement from an ethical standpoint. I’m simply saying that interactive media may in fact bring the audience closer to the documentary material in a way that linear film cannot, and in this way the gap between the perceived reality and the documentarian’s reality is shortened.
16 “As documentarians, there’s a beautiful tension between those two impulses [to simply portray reality and to comment upon it]. You don’t want to control the documentary because the reality is so magnificent but, at the same time, [documentarians] are not just observers. There’s an angle on the material…that rich tensions is great. Alfred Hitchcock once said, “In feature films the director is God; in documentary films God is the director.” When you wrestle between the two tensions, that’s where you get something.” (Interview, Alex Gibney, Oct. 21, 2009).
Finding the middle ground where meaning can be maximized and the audience is most engaged is the role of the documentary filmmaker, and it is in this middle ground that documentary film and interactive media can coexist. By combining the film medium’s power for providing perspective and interactivity’s ability to improve user engagement with the material, the interactive documentary film can provide more meaningful documentary experiences. Preserving the Role of Auteur in the Interactive Documentary In order to determine how the interactive documentary film can incorporate a mixture of authorial and interactive elements, it may be best to analyze the current interactive docu‐sphere in terms of how existing projects measure up in terms of type of documentary experience and degree of openness.
Figure 1: This chart categorizes the various models and examples o interactive documentary discussed in the paper based on their degrees of openness and how the documentary is used by the audience.
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The above chart breaks down the interactive documentary into two main factors that determine the documentarian’s control over the piece. The x‐axis measures the degree to which the documentary is either passively watched (on the left) or experienced (on the right). The y‐axis measures the degree to which a documentary is a closed system (bottom) or an open‐ended (top). On the bottom left corner of the chart, the documentarian has the most control, as the system is both closed and viewed by the audience. The documentary film represents this, as the author has total control over the message and how the data is presented. Conversely, the higher up and to the right one travels along the chart, the more choice and control the user exerts over the documentary’s message. However, as mentioned above, if the gap between documented reality and reality itself is so small that no perspective or narrative exists in the documentary experience, we are left with an unmediated reality. The top right corner is therefore represented by real life, as the author’s ability to control the documentary’s message is diminished as one travels up and to the right on the chart. When that ability is altogether absent, the user is left with nothing but an objective observation of reality. By breaking down the interactive documentary into these two parameters – a documentary’s storytelling components versus its malleable components – we are forced to analyze how the documentary’s content functions in terms of authorship. The degree to which the documentarian or the audience holds influence over the documentary is the area of concern, and the chart gives a visual to where a documentary exists in this spectrum. The chart indicates that anything in quadrant III will have a high degree of documentarian control, as it is more likely to have less user input and interactivity. However, if our concern is with how the documentary film can leverage the uses of interactive media, our focus will have to shift up and/or to the right, where the documentary is less of a closed film and more of a navigated user experience. Therefore, for the purposes of this paper, we’ll want to examine projects that are located closer to quadrants II and IV.3 Case Studies What Have You Left Behind?
3 This is the benefit of the Interactive Documentary chart; it allows us to easily categorize an interactive documentary in broad but distinctive terms of how its used and how it can be influenced, and then allows us to survey those projects in our particular area of interest. If we were concerned with open‐source documentaries we could analyze the techniques of documentaries that fall within that particular area of the chart. The chart doesn’t claim to be exact, but it can be helpful in categorizing the broad field of interactive documentaries.
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The premise behind Mariana Mota’s web documentary “What Have You Left Behind,” is pretty simple; according to the website, the project was born out of Mota’s belief that everybody, in some way, can be considered nomads, constantly moving throughout our world and leaving certain things behind. To illustrate this concept, she sent out 22 notebooks throughout the world, asking people to share their stories of what they’ve left behind at some point in their lives before passing the notebook along. After a month, the notebooks were to be returned to Mota, where she then digitized the journals and created a website where people could explore all of the journal entries and contribute their own stories of what they had left behind. Mota’s project turns out to be a strong example of preserving authorship in an interactive setting. The documentary itself is quite open‐ended, both in how the material was gathered and how the user interacts with the material, and yet Mota herself largely crafts the message that the user ends up being left with. She has established a framework within which the material is viewed so that any content collected in the notebooks and any subsequent content submitted by other users is still directing users back to her original thesis statement that people leave things behind in many different ways. If a user goes to the site, reads a few entries, and learns something about him or herself based on what he or she has read, Mota’s goal has been accomplished without her actually having narrated or created any of the content. This is precisely what Galloway et al. mean when they suggest that the interactive documentarian may make up for in his or her loss of authorial power through a more omnipotent presence, establishing universal parameters for his or her content and the procedures for the user’s experience (336). The author now has less direct control over the content that gets included, but by establishing a framework and the rules for the project as a whole s/he may retain some aspect of the overall message. From an interactive standpoint, the website itself is devoid of any edited video segments and relies on interactive navigation through the notebooks’ contents. In this sense, it is quite unlike a documentary film, and yet it operates quite successfully as an interactive documentary. People can easily enter or exit the system without the penalty of having to “start over” when they come back, yet allows users to dig deep into the content should they so choose. This method suits the Internet audience well, and serves as a good example of translating a documentary experience to the web with the average Internet user in mind. “What Have You Left Behind” is a great case of employing documentary film‐ like authorship and curiosity to an interactive project that remains open and interactive, without sacrificing the goals or voice of the documentarian. The result is something that could never be replicated by a film documentary, but still functions as though it were a narrative. It succeeds because the user is given the perspective of other people – faceless strangers, no less – and is directed by Mota (whether explicitly or implicitly) to turn these shared stories inwards and reflect upon them.
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This goal is as central to documentary filmmaking as any, and the fact that Mota is able to achieve it so succinctly makes her project a prime example of how interactive documentary can be both direct and open‐ended. Filmmaker in Residence On the opposite side of the chart exists a project that approaches the interactive documentary in much more of a film tradition. Katerina Cizek’s “Filmmaker in Residence” documentary, a project born from the Film Board of Canada, takes a much different approach to the documentary than that of most filmmakers. The goal of the documentary was to create a more collaborative relationship between subject and filmmaker, making the documentary “participate” within the subject matter rather than just record it. Cizek was stationed at St. Michael’s hospital in Toronto to document the innovative practices at work there, with the idea that by having a filmmaker dedicated to a that particular community, that group could leverage the power of the medium to create real change. This is a recurring theme that the Film Board of Canada has pursued with projects in the past, but now, with the existence of cheaper video cameras and editing equipment, the filmmaker in residence program can leave its communities equipped to continue making change through media long after the filmmaker has left This unique approach to filmmaking and somewhat unorthodox concept of the filmmaker/subject relationship resulted in an open and creative approach to the project, as a film wouldn’t aptly achieve the goals of the project. Instead, “Filmmaker in Residence” became an interactive documentary, simultaneously telling the stories of St. Michael’s hospital while advocating the very idea of this new approach to documentary film. The resulting project is a strong example of a documentary providing a film‐ like experience on an interactive platform. The viewer is led through a series of stories about the innovative practices at the hospital. The project combines video, audio, text and photography in a highly authored way that capitalizes on the dramatic qualities of film while still allowing for an interactive experience. The documentary itself is quite closed; there’s no opportunity for the user to add input or change the story. The only interactive elements are the nonlinear navigation through content, and even then this is limited, as once a user chooses a storyline they are forced to navigate it in a straightforward manner, simply hitting a “next” button once they are done with the current segment to move on with the narrative. However, while the project itself lacks in complex interactivity, the documentary utilizes the interactive medium quite well, using storytelling techniques that distinguish it from a documentary film. Its chapters are short and are comprised of various media elements, with stories told primarily through text but layered with audio, video and photography at the same time. The result is a
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compelling narrative that simply wouldn’t work as a film, as the interactive documentary allows the viewer to move through the piece at his or her own pace, giving us a new understanding of the “fly‐on‐the‐wall” documentary style. It is here that the project finds its strength as an interactive documentary. By carefully constructing the story in digestible “scenes,” the viewer is led through a compelling narrative but at his or her own leisure. The interactivity is simple, but it’s in this simplicity that the documentary is more compelling than a film version of the same story would be. It doesn’t need a complex level of interactivity to engage the viewer; the simple ability to see the subject up close through video and still image and explore it at the viewer’s own pace makes the experience that much more intimate. The end result is a compelling narrative that is able to retain a highly authored message while still succeeding as an interactive documentary. It has an identity that is entirely separate from a linear film, and while it essentially only employs what Gaudenzi would call a Hitchhiking mode of interactivity, it still pushes the concept of an interactive documentary in its creative mixture of media elements and storytelling. Further possibilities “What Have You Left Behind” and “Filmmaker in Residence” give us two very different approaches to successful interactive documentary filmmaking. The former relies very little on constructed narrative, allowing users to explore the content and build a personal experience from what’s there while still imparting an authored message. Meanwhile, the latter is highly narrative‐focused but, through its minimalistic approach to interactivity, achieves a model that holds an interactive audience’s attention. But what are some further ways that authorship and interactivity can coexist to create film‐like experiences on an interactive platform? The web documentary “Diamond Road” attempts to take the concept of non‐linear navigation to a new level by having a collection of short, edited segments of a documentary mixed up in a database and allowing viewers to choose how to navigate through them. After a video clip ends, the system suggests a few paths for the viewer to take based on the topic of the last clip viewed, and this process keeps repeating until the viewer is finished. In this model, the author is able to keep a high degree of control over the message, as viewers can’t change the content of the video clips, only the order in which they view them. It also avoids the issue mentioned earlier of interactive documentary relying too much on the user exploring it just for the sake of learning, because the system’s suggestions help provide an original narrative that’s unique to the user. At the same time, users are able to upload their own particular paths through the documentary to a database and watch the documentary from the perspective of others who’ve done the same. In this way, “Diamond Road” allows
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users to come away with multiple perspectives on a single subject by seeing how others valued and navigated through the material. New understandings, connections, and meanings can come from the same material through the sharing of perspectives. In a similar fashion, the band Radiohead provided an interactive documentary experience for their fans by uploading footage from a single song played at a concert shot from 12 different cameras. Users had the ability to switch camera angles as the song played at their leisure, with the system keeping track of which angles were used at every moment. At the end of the song, users could again upload their particular track and view the tracks of others. By including a “most popular” category of tracks, it raised the question as to whether or not there was a “best” way to view the concert, or if there were different meanings within the concert that could be taken away based on how the user viewed it. The answer is up to the viewer, but by adding this collaborative option for sharing experiences with the program, people again received the opportunity to gain insight on their own perspective based on how others perceived the same event. In these last two examples, the authors are creating the media, providing a fairly structured experience and simply allowing users to explore within the constructs of their creation to eventually share what they discover. Yet this collaboration is a powerful tool that opens up the possibility for discovering new meanings within the authored material, and it is in these collaborative efforts that I think documentary can really leverage interactivity to turn authored experiences into sources for open discussion and further understanding. One such example could be achieved through the use of tagging. Tagging allows people to associate thoughts and concepts with objects, which could be a powerful tool for interactive documentary. Before exploring this idea further, however, I first need to explain the origin of the scenario with which I will illustrate this idea. In the narrative film “Carousel,” made as part of a promotion for a Phillips television, the viewer receives the opportunity to explore a highly cinematic “cops and robbers” heist scene. The scene itself is frozen in time, with all of the actors caught in a single moment of the action, and the user can traverse the scene by following a camera as it dollies throughout the scene, the last frame ending in the exact same spot as the first. It’s really an impressive technical feat, but what’s stopping a documentarian from taking this idea and turning it into an interactive documentary? For example, if a documentarian wanted to make his or her audience understand what it’s like to live in a village in Darfur where raids are a common occurrence, he or she could leverage “Carousel’s” idea and, with the aid of technology, create a highly cinematic, traversable scene of the village frozen in time. By establishing the pathway users can go down, the author is able to maintain what it is that the viewer is exposed to, which would function to maintain focus on the
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author’s desired message for the project . At the same time, if users could, for example, tag objects in the scene, the documentary could harbor collaboration on the understanding of the scene itself. People could tag objects within the scene, asking questions about their use, to which other users with knowledge on the subject or the filmmaker him/herself could chime in. Or perhaps users could share their thoughts, opinions or reactions through the tagging of certain parts of the scene. Users could even include their own video and photos in their tags, expanding the reach of the project. Ultimately, through interactivity, the project would show how one scene from a small village Darfur is related to genocide issues throughout the country and, further still, the world. If combined with audio and video, this method of interactive documentary, while very technical, could be even more powerful. The extreme end of this idea of incorporating collaboration into one’s documentary would be to completely open up your film to the public, showing your version of the film and giving users access to all of your materials to see how others build a narrative from the same resources. The problem in this idea, however, is that viewers wouldn’t have the experience of having lived the documentary as the documentarian did. The emotional and experiential perspective would be missing from the documentary. However, it does open up an interesting thought experiment, and the results would certainly be fascinating. How would this even be mapped on the chart of interactive documentaries? Hypotheticals aside, the potential for authorship and interactivity to complement each other clearly exists. While some current interactive documentaries have found ways to navigate this middle ground between having authorship over one’s project and having none, many more possibilities exist. By understanding how current interactive documentaries are maintaining film‐like qualities, we can better position ourselves as documentarians to find new ways of doing so in our own projects. Knowing Your Goals as a Documentarian Overall, the key to successfully creating an interactive documentary lies in understanding the goals of one’s project and knowing how one’s audience will want to use it. The Internet is an infinite resource and there are an infinite number of possibilities for employing interactivity into a project. By knowing one’s audience, one can determine how the goals of his or her project will best be served and in turn how to best incorporate interactivity into a documentary project. Take two very different approaches to creating an interactive ethnographic documentary as an example.4 As anthropologists interested in exploring new ways 4 An ethnography is an anthropological study where the anthropologist immerses him or herself within a culture in order to better understand it.
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to accurately portray their ethnographic findings, Aston and Ruby both turned to interactive media to enhance the portrayals of their subjects. However, while Ruby took a minimalist approach to interactivity, simply using a website to combine video clips with his textual analysis and categorize his various findings in a non‐linear fashion, Aston incorporated interactive media to reveal ethnographic truths instead of just using it as a medium to express them. Aston, whose research was centered around how the way the African Uduk people “use language to shape events and experience into memory in order to build expectations for the future” (44), wanted to create a multi‐layered narrative where users could view juxtaposed audiovisual materials of Uduk people telling stories. By being able to choose those materials juxtaposed, start and stop individual clips, and examine the way the Uduk people told stories at the user’s own pace, Aston believed that the user could come away with an understanding of her claims in a way that text could not convey (45‐47). For both anthropologists, interactive media was better suited for ethnographic study because it allowed users to explore subjects that interested them more in deeper contexts than a linear text could convey (Aston, 48, Ruby 10). However, their varying goals for their respective ethnographies resulted in different applications of interactivity to suit them. For Ruby, who believed ethnographic film sacrificed anthropologic values by conforming to the constraints of the film medium, interactive media allowed him to use video in an unrestrained, minimalistic fashion which, according to him, ultimately allowed him to portray his subjects more accurately (Ruby, 7, 11). Meanwhile, Aston, who was interested in how video could be used to reveal truths that text couldn’t easily explain, used interactive media to put the power of observation into the hands of the user. Each anthropologist had their own aims in their use of documentary and allowed interactivity to help serve those goals in different ways.5 The main goal of this paper was to find how authorship and interactivity could coexist, and I therefore focused on areas in the chart where such projects could (and do) exist. However, if one’s goal is to determine how to use interactive elements to enhance an ethnographic study, one can use this chart to determine how he or she wants people to experience it. By thinking about an interactive documentary in terms of how it is authored and how it can be manipulated, we can best determine what elements of interactivity will make our goals for the documentary successful. ‐‐‐‐‐‐‐ “The idea of documenting – there’s a zillion different ideas of what that means. Does that mean just shooting something for people to see or taking different images and putting them together so that they mean something different? ... That’s one of the great things about the web. The web is a great forum for unmediated expression,
5 Note that while both uses of interactive media are fairly rudimentary, they help illustrate the point nonetheless.
24 which is the expression of an artist, whether it be a blog or a short film, and I don’t think that’s ever going to go away.” (Interview, Alex Gibney, Oct. 21 2009)
The above quote adequately sums up the possibilities for the future of the documentary. Where the Internet allows for an infinite number of possibilities for expression, the documentarian has just as many interpretations of what constitutes a documentary and what it can or should be. In this sense, the interactive forum and the documentary are well suited to be joined together, as their limitless potentials complement each other. However, the interactive documentary should not be seen as a replacement for the documentary film, but rather as an extension of it. By combining the effects of authored media with interactive experiences, the interactive documentary can become a powerful new medium for exploring the human condition and the world around us. 6 Interactive media is creating new opportunities for old mediums, and perhaps no other media genre is being reinvigorated more than documentary. The genre’s ability to teach, entertain, ask and occasionally answer questions about the human drama has always captured the attention of audiences, and now that the barrier of entry to technology is so low, there are millions of people who are finding a voice in their own attempts to document their world. While interactive media is literally changing how we perceive our relationship with media, the interactive documentary is providing new opportunities for how to perceive the world. Documentarians now have many options for how they portray their documentary beyond film, and the future will provide many more. But despite the many options, one constant can be trusted to hold true in the world of interactive documentary: by keeping an emphasis on the balance between authorship, perspective and interactivity based on the goals of one’s project, documentarians can ensure that their work will remain engaging, informative and, perhaps most importantly, powerful observations of our world.
6 In providing an overview of the many different manifestations of interactive documentary, this paper has attempted to point out where documentary film and interactive documentary as a whole differ in order to offer some solutions for making the two mediums more compatible. This is not to suggest that such documentary projects as collaborative wiki‐documentaries are not interesting or important; on the contrary, this paper has attempted to highlight the benefits of a collective effort towards interactive documentary and I am personally quite interested in the concept. However, the paper has also attempted to explain why authorship is important to interactive documentary, and since the documentary film has shown the most difficulty in translating to the interactive medium, this topic has been the focus.
25 ANNOTED BIBLIOGRAPHY
Books and Journal Articles Raessens, J. (2006). Reality play: Documentary computer games beyond fact and fiction. Popular Communication, 4(3), 213‐224. One of the more controversial forms serious games is that of the docu‐game. The intent of these games is to provide an immersive learning experience that combines both the documentary style and the play of games. However, games such as “JFK Reloaded” and “Survivor 9/11” have touched nerves with many people, putting the integrity of the genre in question. This article addresses the issues facing docu‐games today and forms an argument for their merit, claiming that they achieve the goals of documentary to preserve, persuade, analyze, and express. Additionally, while many claim a docu‐game cannot represent any real world truth since it is inherently a simulation, the author argues that these representations of reality are no different than the filmmaker’s reconstructions of reality in documentary film through the choice of shots, edits, music, voice over’s and etc. These arguments for what constitutes truth in documentary and the discourse on docu‐games itself will be essential in my own discussion of docu‐games and where they may lead the documentary. Lancioni, J. (2008). The Civil War: A battleground of meaning. Film & History, 38(1), 21‐30.
This article uses Ken Burn’s documentary on the Civil War as a device for discussing the various ways to interpret historical events. In the author’s analysis he defines three models: The Documentary model, which says history is based on objective facts; the Rhetorical Model, which says history to is based on documents which were subjective to the time period; and the Interactive Model, a combination of the two. This source will be helpful for illustrating the various interpretations of how documentary can function as a medium.
Aston, J. (2008). Voices from the Blue Nile: Using digital media to create a multilayered associative narrative. Journal of Media Practice, 9(1), 43‐51.
The documentary film as we have come to understand it is fairly straightforward: it has a beginning, middle and an end like any narrative film, with a rising action, build up of tension and release. However, as this article
26 points out, sometimes this rigid model of film making is limiting, especially for ethnographic filmmakers who are trying to relay anthropological findings that must be explored at varying levels of depth to fully comprehend. This article proposes a method for exploring cultures through interactive documentary where the individual navigates a series of juxtapositions of image, sound and video to create a more personal understanding of the documentary’s content.
Galloway, D., McAlpine, K. B., & Harris, P. (2007). From Michael Moore to JFK Reloaded: Towards a working model of interactive documentary. Journal of Media Practice, 8(3), 325‐339.
This article begins explaining how, throughout documentary’s history, the genre has always had a degree of subjectivity despite its perception as a device for capturing objective reality. Because of this, the author argues, interactive documentary that expand upon the idea of docu‐games such as “JFK Reloaded” are essentially just an expansion of the already excepted practice of reconstructing the objective for dramatic and persuasive purposes. The author then explains four possible interactive documentary models: the Passive Adaptive, where the documentary (through mechanical observation) changes the documentary content based on how the viewer is reacting to material; the Active Adaptive, where the viewer is in control of the documentary’s progression; the Immersive Model, where the user is exploring the documentary through a virtual world or augmented reality; and, lastly, the Expansive Model, where viewers are actually able to contribute to the documentary itself, making it an organic, ever growing creation.
Bruzzi, S. (2000). New documentary: a critical introduction. New York: Routledge.
Bruzzi’s book can be considered the modern view of the documentary, highlighting some of the major trends and innovations in documentary filmmaking throughout the latter quarter of the 20th century. In addition to taking note of the significant films of the period, she also delves into techniques and practices. This will be useful in establishing the documentary’s current role(s) in our culture as part of the paper’s deconstruction of the documentary.
Gaudenzi, S. (2009) Interactive Documentary: towards an aesthetic of the multiple (Doctoral dissertation, Centre for Cultural Studies of Goldsmiths in London, 2009). http://www.interactivedocumentary.net/’ Gaudenzi’s dissertation argues that digital media is allowing the documentary to become more of an “enactive” documentation of reality
27 rather than a representation of it, where user’s participation becomes a method for perceiving the documentary on an enhanced level. Interactive media is allowing people to create knowledge and reality with user‐ generated content, a collective reality that we are able to sort through for ourselves. The documentary isn’t just something that a filmmaker constructs for us – it is the cumulative contributions of YouTube posters and Wikipedia editors that are documenting our world and what we choose to participate in, what she calls the “multiple reality.” In addition to laying out a framework for the interactive documentary – including delving into Cybernetic theory – Guarez attempts to create a model for how interactive documentaries can tap into the multiple reality.
Choi, I. (2009). Interactive documentary: A production model for nonfiction multimedia narratives. In A. Nijohlt, D. Reidsma & H. Hondorp (Eds.), Intelligent Technologies for Interactive Entertainment (44‐55). Berlin: Springer.
This paper takes a technical look at the construction of nonfiction interactive narratives. After introducing the concept of an interactive documentary, it offers a production model for the genre including a prototype GUI that allows for “concept‐based navigation, which enables queries across media resources of diverse types.” The article explains that such a model gives each user a unique experience wherein they create their own personal narrative through the interactive documentary.
Bers, J., Elo, S., Lassiter, S., Tamés, D. (1995). CyberBELT: Multi‐modal interaction with a multi‐threaded documentary. Conference on Human Factors in Computing Systems. 322‐323
An early technology in the field of interactive documentary, the CyberBELT was designed to read user’s eye movements, react to voice commands, and be controlled through data gloves. The system was literally donned by viewers, and after a clip would end the viewer would be given a chance to select what s/he viewed next. The system also kept track of patterns in user selection and tracked eye movement to see what users were paying attention to, which had an affect on which options were subsequently presented to the viewer after each clip. While an early and largely outdated innovation in the world of interactive documentary, it gives a nice historical perspective on what interactivity was trying to accomplish just over 10 years ago and ties into some of the concepts defined in Galloway’s (et al) article on the future of the genre.
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Meadows, M.S. (2003), The Art of Interactive Narrative, Indianapolis: New Riders. Meadows book focuses on principles of the narrative and applies them to interactive games, storytelling and art. The content, while a bit dated, uses important case studies to illustrate his arguments and will be a good source for defining what goes into a successful interactive narrative experience. Since the documentary is in effect a narrative, principles from this book will be used to establish the different forms of interactive documentary in the paper. Ruby, J. (2008). A future for ethnographic film?. Journal of Film & Video, 60(2), 5‐14. In this article, Temple University professor and anthropologist Jay Ruby discusses the employment of interactive media to create ethnographic documentaries. After describing why the bulk of ethnographic films are largely not suitable for the theoretical dialogue of anthropology, Ruby suggests that interactive media can combine image, sound and video to delve into complex aspects of cultures of a scope that the traditional film medium can’t often capture. He then uses an example of such a documentary from his own work before concluding that film is a powerful medium for ethnographic studies, but it must be employed properly in order for it to function as one. Renov, M. (1993). Theorizing documentary. New York: Routledge. Renov provides a wealth of knowledge on documentary theory in his comprehensive (if not dated) book. I reference Renov’s four functions of documentary in my paper. Nielson Online. (2009). Nielson online provides topline U.S. data for March 2009. New York, NY: Michelle McGiboney. Retrieved from: http://www.marketingcharts.com/interactive/average‐american‐surfed‐2554‐ pages‐in‐march‐8743/ A set of useful statistics on how people are using the Internet from the trend analysis company Nielsen Online. Articles from Blogs and the Media Ashcraft, B. (2009, April 8). Konami's Iraq War Game Brouhaha. Retrieved from http://kotaku.com/5204550/konamis‐iraq‐war‐game‐brouhaha
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This article discusses the controversy surrounding the game “Six Days in Fallujah,” a docu‐game based on the actual events of the pivotal battle in the Iraq War. The article (and the ensuing user discussion) touches upon the appropriateness of the game, but more importantly how such games could possibly give users a more thorough understanding of such impossible ideas to conceptualize as military decision making on the battlefield. Graham, Alan. (2007, March 23). What Second Life should learn from Myst. Retrieved from http://blogs.zdnet.com/web2explorer/?p=343 A blog post discussing the potential for boredom in Second Life with its lack of an overarching narrative. My paper will be using this post as a jumping point for discussing how Second Life can be used to create narratives (more specifically, documentary‐esque narratives) that have real‐world value, despite occurring in a virtual‐world environment. (2007, August 10) Educational Uses of Second Life [Video file]. Video posted to http://www.youtube.com/watch?v=qOFU9oUF2HA
A YouTube video that adeptly covers the myriad of uses Second Life can have as a teaching tool, many of which can be used as examples of interactive documentary. For example, a virtual tour of a representation of a Roman house in Second Life can be considered a documentary, where the user is able to explore and learn about a concept that otherwise, through a traditional documentary, s/he would have only been able to experience based on how the filmmaker portrayed the subject matter.
(2008, November 26) Awareness with Google Earth [Video file]. Video posted to http://www.youtube.com/watch?v=3sVgxxIETxU
A YouTube video chronicling the potential uses for the Social Issues layer function of Google Earth. This feature in Google Earth allows users to put a physical representation of the place to the issue, a powerful interactive feature. I will use this idea as an example of a “Virtual World Documentary Experience” and will expand upon the idea to illustrate a potential immersive documentary where the user is a part of the virtual world, experiencing the documentary in a real‐time simulation of the subject matter.
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Examples of Interactive Narratives/Documentary Fahy, M. (2004). Black Friday. Retrieved from http://www.abc.net.au/blackfriday/home/default.htm An online documentary of the historical 1939 bushfires that killed 71 people in Victoria, Australia, this piece is an early example of how the interactive documentary was imagined. Segmented into various interactive sections, such as an interactive timeline, an interactive map, audio and video, Black Friday is a good illustration of the “multi‐media” project concept. The rigid segmentation and limited interactivity may be a bit dated, but makes for a nice foundation for understanding the evolution of the interactive documentary. Marable, B. (2008). Becoming human. Retrieved from http://www.becominghuman.org/node/interactive‐documentary
Similar to Black Friday, Becoming Human combines many forms of media to create a sleek, functional interactive learning experience. The use of navigable timelines for each section allow users to quickly jump to subjects of interest and, design wise, the interface encourage visitors to explore the content with relative ease. A good example of early interactive documentary at work.
Phillips. (2009). Carousel: A Cinema 21:9 production. Retrieved from http://www.cinema.philips.com/
A compelling interactive film that is as interesting as it is technically impressive. I use this as an example of compelling interactive narrative and challenge whether this sort of production could be used in interactive documentary.
Lang, R. (2009). Diamond Road online. Retrieved from http://www.diamondroad.tv/dro.php
Diamond Road Online is an interactive documentary that allows the viewer to navigate the film in his or her own way. After each segment, the documentary suggests clips to watch next, but the viewer is free to go to whichever clip s/he wishes. The site also incorporates a social aspect by allowing you to save your “pathway” through the documentary so that others
31 may follow your same path. In this way, the documentary may even operate at a social level as users may find similar interests with other users by watching their paths. An interesting application of non‐linear navigation.
National Geographic (2009). Inside 9/11. Retrieved from http://channel.nationalgeographic.com/series/inside‐911#tab‐Interactive This site was intended to be a companion to National Geographic’s television program of the same name. A slick design and presentation allows the user to navigate a wealth of interviews by isolating clips based on content, so if there’s a particular area of interest the viewer can instantly access a number of interviews on the subject and download the transcript as well. A good example of functionality while giving users choice and control. Radiohead (2009): 12cams, create your rainbow. Retrieved from http://www.wowow.co.jp/music/radiohead/special/ A creative example of allowing users to determine the path they take through a narrative, this online video offers viewers 12 camera angles of a Radiohead concert to watch the video from. Users are free to switch cameras any time throughout the video by clicking on the angle of choice, and as an added twist a timeline on the bottom of the screen keeps track of what camera you were watching and when through color coding. After the video is complete, you can upload your series of camera angles to the website’s database and watch how other people viewed the same video. Like the Diamond Road Online project mentioned above, this social aspect adds a level of interactivity that makes the experience much deeper than just choosing from various camera angles used to film a concert. New York Times (2009): A cul de sac of closures. Retrieved from http://www.nytimes.com/interactive/2009/08/21/us/200908‐beth‐ court.html The New York Times has many examples of fantastic interactive narratives, but this one is a particular good example of an interactive documentary. The interface allows users to “stroll” around a Californian cul‐de‐sac and click on particular houses to hear the corresponding family’s story. The combination of data and personalization of a national issue makes the content very rich, and the added ability of the user to navigate to what they want to learn about adds a dynamic layer to the piece.
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Mota, M. (2009): What have you left behind?. Retrieved from http://www.whathaveyouleftbehind.com/ This documentary is a beautiful example of leveraging social presence in an online documentary. The filmmaker sent journals throughout the world asking people to answer the question: “What have you left behind?” The interactive documentary is simply the collection of responses the filmmaker received, with the website mapping the responses to their location in the world. The site also allows visitors to add their own answers to the question “What have you left behind?” so that the project is always growing – this may be along the lines of what Galloway et al were referring to by an expansive documentary. Cizek, K. (2009): Filmmaker in residence. Retrieved from http://filmmakerinresidence.nfb.ca/ This online documentary tries to maintain a cinematic feel in its presentation by following a more strict timeline, but allowing users to navigate through the series of movie clips, sounds bytes, and text at their own pace. It’s not as open ended, but does tell its story well while incorporating interactivity. For filmmakers interested in maintaining a degree of “film” in their interactive documentary, Filmmaker in Residence is a good place to draw inspiration from. United States Holocaust Memorial Museum (2009): Mapping initiatives: Crisis in Darfur. Retrieved from http://www.ushmm.org/maps/projects/darfur/ Google’s teaming up with the Holocaust museum has yielded an excellent example of what interactive documentaries could become. Existing in the virtual world of Google Earth, this feature allows social issues to have a visual presence in the program by having tags and overlays on the areas where the issue is taking place. This idea will be expanded upon in the paper by imagining a virtual world where social issues can be simulated in a perfect representation of reality, allowing people to have first person documentary experiences.
Interviews Tillery, Sadie. Programmer, Full Frame Film Festival. Interview conducted Thursday, Oct 22nd, 2009.
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Ingram, Brett. Filmmaker. Interview conducted Friday, Oct. 23rd, 2009. Dickson, Sandra. Filmmaker and documentary professor, Wake Forest University. Interview conducted Thursday, Oct. 8th, 2009. Walton, April. Director of the Center for Documentary Studies at Duke University. Interview conducted on Wednesday, September 30th, 2009. Gaudenzi, Sandra. Professor, London College of Media’s Master’s in Interactive Media program. Interview conducted Monday, October 12th, 2009. Gibney, Alex. Filmmaker, Jigsaw Productions. Interview conducted Wednesday, October 21st, 2009.
Select Blog Posts
Learning from the Pros: Sapient Interactive http://conorbritain.wordpress.com/2009/11/30/learning‐from‐the‐pros‐sapient‐ interactive/
Learning from the Pros: Red Interactive http://conorbritain.wordpress.com/2009/11/23/learning‐from‐the‐pros‐red‐ interactive/
Web Design Wednesdays #2: Font Selection http://conorbritain.wordpress.com/2009/11/11/web‐design‐wednesdays‐2‐font‐ selection/
When Good Groundswells Go Bad
http://conorbritain.wordpress.com/2009/09/20/when‐good‐groundswells‐go‐ bad/
When Good Groundswells Go Bad – Part 2: The Pitfalls of Citizen Journalism http://conorbritain.wordpress.com/2009/11/09/when‐good‐groundswells‐go‐ bad‐the‐sequel/
Make Like Google and Don’t be Evil
http://conorbritain.wordpress.com/2009/11/01/make‐like‐google‐and‐dont‐be‐ evil/
5 Blog Tips for Increasing Readership http://conorbritain.wordpress.com/2009/10/07/5‐tips‐for‐increasing‐blog‐ readership/
Apple and Google – the End of a Beautiful Relationship?
http://conorbritain.wordpress.com/2009/10/02/apple‐and‐google‐the‐end‐of‐a‐ beautiful‐relationship/
Introducing The Expanding Bubble Theory
http://conorbritain.wordpress.com/2009/09/23/introducing‐the‐expanding‐ bubble‐theory/
Coming Together: E-Readers and E Ink May Save Newspapers http://conorbritain.wordpress.com/2009/09/12/coming‐together‐e‐readers‐and‐ e‐ink‐may‐save‐newspapers/