Reaching Interactive Media Audiences

Page 1

Shelley
Russell
 October
5,
2009

Book
Synthesis:
Reaching
Interactive
Media
Audiences

In
order
to
effectively
reach
interactive
media
audiences,
businesses
and
various
 media
outlets
must
re‐think
their
products
and
content,
as
well
as
the
nature
of
their
 consumers.
This
book,
“Reaching
Interactive
Media
Audiences,”
is
centered
around
the
 idea
of
the
emergence
of
spreadable
media,
proactive
consumers
and
the
importance
of
 research
and
usability
testing
for
new
user‐centered
design
processes.
Essentially,
it
is
 not
the
good,
but
the
consumer
that
is
the
new
focus
for
companies
looking
to
market
a
 product
to
an
interactive
media
audience.
 
 Convergence
culture
expert
Henry
Jenkins
created
a
new
model
to
describe
the
 ways
that
information
is
distributed
and
shared
on
a
daily
basis:
“Spreadable
media.”
 This
model
rests
on
the
idea
that
when
information
is
transferred
among
consumers,
it
 is
“repurposed,”
or
“transformed,”
and
this
re‐creation
of
original
content
adds
value
 because
the
content
can
be
made
more
specific
to
various
cultural
contexts
(p.2).
Past
 models
utilized
a
centralized
control,
or
“stickiness.”
 

 Stickiness
and
spreadability
can
be
thought
of
as
two
separate
models
of
media
 contact.
Web
sites
such
as
Amazon
are
“sticky”
sites;
they
get
the
attention
of
the
 consumer
and
work
to
keep
the
consumer
on
the
site.

On
the
Amazon
Web
site,
 information
is
concentrated
within
the
site
and
there
are
very
few
links
to
external
sites.
 New
sites
using
the
spreadability
model
do
just
the
opposite.
They
encourage
open‐ ended
participation
with
many
external
links.
Users
are
motivated
to
spread
the
word
 and
collaboration
between
producers,
marketers
and
consumers
is
essential
for
the
 survival
of
the
Web
site
and
its
content.
There
has
been
a
clear
shift
in
the
way
that
 consumers
are
viewed.
Whereas
once
businesses
and
media
outlets
could
easily
dictate
 content
to
a
receptive
audience,
this
audience
is
making
a
transformation.
Marketers
 are
recognizing
an
emergence
of
“prosumers,”
and
“multipliers,”
or
those
who
are
 becoming
more
active
at
manipulating
and
deciding
which
content
will
survive
in
the
 masses
(p.12).
 

 Spreadability
relies
on
the
minds
of
consumers
to
keep
information
alive.
 Because
of
this,
consumers
are
becoming
key
players
for
producers,
who
rely
on
their
 users
to
complete
their
work
by
expanding
the
meaning
and
the
purpose
of
content.
It
is
 interesting
to
think
that
no
matter
how
skilled
or
experienced
a
marketing
team
is,
it
will
 never
be
able
to
predict
all
of
the
uses
of
contexts
that
their
message
will
be
used
for.
 Consumers
serve
as
multipliers
because
they
expand
upon
the
original
purpose
of
 messages
to
create
something
previously
unpredicted
by
any
producers
or
marketing
 teams.
“As
consumers
produce
and
circulate
media,
they
are
blurring
the
line
between
 amateur
and
professional”
(p.27).
These
new
and
more
prominent
consumers
have
 been
deemed:
“loyals,
media
actives,
inspirational
consumers,
connectors
and
 influencers
(p.27).
 



 Many
companies,
such
as
Facebook,
allow
users
to
decide
what
kind
of
 relationship
they
wish
to
have
with
the
site;
such
as
fan,
friend
or
coworker.
Andrew


Lockhart
has
suggested
that
other
companies
should
follow
suit
because
the
move
 would
only
allow
businesses
to
better
understand
their
consumers
and
cater
content
 accordingly.
Not
only
are
consumers
becoming
more
active
in
leading
content
on
the
 Web,
but
the
present
day
culture
is
now
also
known
as
a
“networked
culture”
(p.28).
 Lochay
Banker
indicated
that
this
shift
was
a
positive
one,
as
the
practical
capacities
of
 individuals
have
been
improved
threefold:

 

 1)
Improvement
in
the
capacity
to
do
for
and
by
themselves

 

 2)
Enhancement
in
the
capacity
to
do
more
in
loose
commonality
with
others
 

 3)
Improvement
in
the
capacity
of
individuals
to
do
more
in
formal
organizations

 

















that
operate
outside
of
the
market
sphere
(p.28).
With
a
new
networked

 

















culture
comes
structures
that
shape
various
groups.
 

 Lara
Lee
developed
a
social
structure
typography
to
describe
the
different
 network
boundaries
of
consumers.
The
typography
is
divided
into
three
sections:
Pools,
 webs
and
hubs.
In
pools,
people
may
not
be
strongly
connected
with
one
another,
but
 all
have
a
strong
association
with
a
value
or
a
common
cause.
Webs
consist
of
strong
 social
connections
between
members,
and
hubs
are
influenced
by
dominant
figures— such
as
a
fan
club.
The
most
common
types
of
Web
community
that
would
allow
for
 spreadable
content
are
free
registration
communities.
Everyone
is
encouraged
to
join
 and
this
provides
more
channels
for
content
flow.
James
Paul
Gee
has
referred
to
these
 networked
communities
as
“affinity
spaces”
(p.29).
“We
form
non‐exclusive
 relationships
to
these
kinds
of
‘affinity
spaces’…this
focus
on
social
mobility
and
multiple
 commitments
helps
us
to
understand
how
content
might
spread
quickly
between
 different
[spaces]
as
members
trade
information
from
one
site
to
another”
(p.29).
 Newly
empowered
individuals
are
ultimately
facilitating
the
distribution
and
survival
of
 media
content.
 

 Two
main
components
lead
to
the
survival
of
ideas:
individual
choices
and
the
 method
of
circulation.
Depending
on
various
backgrounds
and
agendas,
consumers
 ultimately
choose
which
ideas
to
share
with
others.
In
addition,
the
method
of
 circulation
of
different
content
is
essential
to
market
a
specific
message
to
consumers.
 Online
video
for
example
allows
for
a
“direct
transmission
of
ideas,”
(p.7)
whereas
it
 would
not
be
appropriate
to
place
other
forms
of
media
in
the
same
method
of
 circulation.
Marketers
must
test
and
research
which
method
of
circulation
would
be
 most
appropriate
for
the
message
that
they
want
to
reach
consumers.


 

 Notable
commercials
or
media
messages
that
have
stuck
in
the
minds
of
 consumers
over
long
periods
of
time
include:
NBC’s
one‐time
airing
of
the
Virginia
Tech
 shooter,
Cho
Seung‐Hui’s
tapes
and
photos,
Will
Ferrell’s
many
impersonations
of
 President
George
W.
Bush
and
the
shocking
Truth
ads
that
focus
on
tobacco
statistics
 and
present
live
demonstrations.
These
three
examples
tie
in
well
with
some
of
the
 structural
strategies
presented
in
the
book.
The
Virginia
Tech
example
is
shocking,
but
it
 is
also
information
seeking.
Many
people
were
confused
as
to
why
the
video
and
photos
 aired
on
the
news
in
the
first
place.
Others
wondered
if
it
was
a
mistake,
and
many
 people
called
one
another
to
spread
the
news
and
discuss
the
content.
The
Truth
ads
 also
fall
under
information
seeking
content.
Viewers
are
often
left
questioning
the
 seemingly
unbelievable
statistics
and
discussing
them
long
after
the
airing
of
the
ad.


Aside
from
information
seeking,
other
structural
strategies
for
spreadability
include
 humor,
parodies,
unfinished
content
and
nostalgia.
Will
Ferrell’s
Bush
impersonations,
 and
the
Cadbury’s
Gorilla
commercial
fall
under
the
humor
category
(p.37).
Good
 parodies
are
able
to
provide
multiple
levels
of
engagement,
so
that
most
viewers
will
 understand
the
humor—regardless
of
whether
or
not
they
comprehended
the
original
 intent
of
the
ad.
Structural
strategies
are
important,
but
not
the
sole
contributor
to
the
 survival
and
spreadability
of
content.
 

 For
content
to
exist
in
the
realm
of
consumer
groups
for
long
periods
of
time,
 compelling
nature
of
the
material
is
essential,
but
survival
depends
on
the
fact
that
the
 material
can
be
used
to
make
meaning
(p.8).
Individual
choices
lead
people
to
weed
out
 the
mass
of
products
and
messages
and
retain
only
several
over
a
long
period
of
time.
 According
to
Knobel
and
Lankshear,
adaptation
is
a
central
component
to
 spreadability.
The
example
in
the
book
involving
the
emergence
of
Soulja
Boy
as
an
 artist
supports
Knobel
and
Lankshear’s
idea.
Soulja
Boy
gained
popularity
after
YouTube
 viewers
were
encouraged
to
change
and
video
and
remix
the
original
song
in
unique
 ways.

Soulja
Boy
saw
success
“in
part
as
a
consequence
of
his
understanding
of
the
 mechanisms
by
which
cultural
content
circulates
within
a
participatory
culture”
(p.9).

 

 Patricia
Turner’s
research
about
rumor
circulation
in
the
African
American
 community
also
reveals
a
new
form
of
spreadability
in
“solidified
rumors,”
or
word
of
 mouth
(p.32).
Turner’s
research
indicates
that
there
are
three
social
factors
motivating
 the
spread
of
content:

 

 1)
To
bolster
camaraderie
and
identity
in
a
community

 

 2)
To
gather
information
and
explain
confusing
events
 

 3)
To
establish
boundaries
of
an
“in‐group”
(p.32).

 Research
shows
that
fans'
advocacy
of
a
certain
franchise
or
consumers'
decision
to
 back
a
specific
brand
comes
from
the
relation
of
the
franchise
or
brand
to
the
 consumer's
community
‐
whether
it
serves
a
valued
function
or
expresses
a
common
 feeling
or
perception
in
that
particular
culture.
 

 Ultimately,
the
consumers
decide
which
brands
and
messages
to
promote
based
 off
of
their
cultural
backgrounds
or
communal
interests.
In
order
for
marketers
to
be
 successful
in
promoting
a
product,
they
must
relinquish
some
control
over
their
 message—accepting
that
it
will
be
personalized
and
localized
in
various
communities
 (p.33‐34).
These
flexible
messages
are
often
referred
to
as
“producerly
texts,”
which
 have
some
ambiguity,
thereby
allowing
for
some
shift
or
development
in
meaning
by
 consumers
(p.35).
 

 Producers
must
also
distinguish
between
mass
media
and
popular
media
if
they
 want
a
message
or
brand
to
have
“staying
power”
in
a
community.
Mass
media
refers
to
 mass
produced
and
distributed
content,
such
as
a
song
on
the
radio.
But
mass
media
 becomes
popular
media
when
it
is
“meaningfully
integrated”
into
the
lives
of
 consumers”
(p.35).

On
various
levels,
users
find
a
way
to
use
a
message
to
channel
their
 own
feelings
or
beliefs.
Spreadable
content
occurs
when
a
message
transitions
into
the
 popular
media
realm.
This
is
an
obvious
challenge
for
powerful
companies
and
 businesses,
since
integration
of
a
message
into
a
culture
is
not
something
that
can
be
 forced
on
anyone.


Marketers
and
advertisers
often
use
the
terms
“viral”
and
“meme”
to
describe
 the
circulation
of
content
among
various
cultures
(p.2).
However,
according
to
authors
 Jenkins,
Li
and
Krauskopf,
these
terms
are
very
difficult
to
define
and
can
often
lead
to
 confusion.
“Viral”
media
is
ultimately
a
flawed
view
of
the
way
that
content
moves
 through
society
today.
The
term
viral
implies
that
the
content
is
being
involuntarily
 injected
into
the
minds
of
consumers,
and
spread
rapidly
like
a
virus.
However;
based
on
 the
above
discussions
of
spreadable
and
changeable
media,
the
term
“viral”
media
does
 not
include
the
transformation
and
changing
of
ideas
based
off
of
different
cultural
 contexts.
Instead,
it
only
relates
to
replication
of
ideas.
Douglas
Rushkoff’s
book
“Media
 Virus”
is
closely
related
to
the
term
viral
media,
because
the
book’s
content
focuses
on
 the
spread
of
ideas
that
can
occur
without
the
consent
of
the
user
(p.4).

 

 Memes,
a
term
coined
by
Richard
Dawkins
in
1976,
are
described
as
the
ideas
at
 the
center
of
“virally
spread
events”
(p.5).
These
ideas
are
the
ones
that
move
among
 consumers.
According
to
Dawkins,
memes
possess
three
characteristics:

 • Fidelity
 • Fecundity
 • Longevity
 Jenkins
et
al.,
recognize
the
memes
and
viral
media
yet
view
them
as
being
completely
 contradictory
to
spreadability.
Ideas
spread
not
because
they
are
forced
upon
 consumers,
but
because
consumers
have
accepted
and
chosen
specific
messages
to
 retain
long‐term:
“We
want
to
suggest
that
these
materials
travel
through
the
web
 because
they
are
meaningful
to
the
people
who
spread
them”
(p.6).
Jenkins
contradicts
 Dawkins
by
saying
that
memes
do
not
have
the
ability
to
self‐replicate,
consumers
are
 not
“susceptible”
entities
and
viral
media
are
not
meaningless
“snacks”
(p.6).
 Consumers
drive
away
any
unwanted
content
and
spread
messages
that
relate
to
them
 in
some
way.
Success
in
creating
ideas
that
will
survive
in
the
masses
for
long
periods
of
 time
comes
from
understanding
the
nature
of
the
consumer
and
the
moral
economy
for
 which
the
idea
is
being
marketed.

 
 The
moral
economy
of
a
community
is
described
as
a
“set
of
social
norms
and
 mutual
understandings
that
allow
two
parties
to
do
business
together”
(p.17)
 Spreadable
media
calls
for
a
new
moral
economy
involving
an
increased
trust
between
 producers
and
consumers.
A
large
divide
between
these
two
entities
comes
from
the
 underlying
interests
of
each
group:
profit
and
social
acceptance,
respectfully.

In
a
 sense,
there
is
a
“cultural”
divide
between
producers
and
consumers:
the
commodity
 culture
versus
the
gift
economy.
The
former
emphasizes
economic
motives
while
the
 latter
focuses
on
the
importance
of
social
motives.
In
terms
of
online
content,
the
gift
 economy
operates
as
a
system,
in
which
information
or
content
is
free,
but
one
gains
 recognition,
respect
and
feelings
of
good
will
from
other
members
of
the
community
 (i.e.
other
consumers)
(p.21).

 

 According
to
an
excerpt
from
Lewis
Hyde’s
“Thinking
through
the
Gift
 Economy,”
social
norms
facilitate
the
exchange
of
gifts,
not
the
economy.
As
such,
it
is
 the
gift
economy
that
is
responsible
for
the
spread
of
new
media
content
to
interactive
 audiences.
Consumers
are
not
economically
driven
to
distribute
content
to
others.
 Instead,
they
circulate
information
freely
to
boost
social
standing
and
gain
respect
from


fellow
community
members.
Perhaps
the
biggest
difference
between
gift
economy
and
 commodity
culture
is
that
items
or
messages
in
the
gift
economy
have
worth,
whereas
 those
in
the
commodity
culture
have
value
(p.22).
In
terms
of
spreadable
media
and
 success
online,
worth
means
more
to
consumers
than
a
monetary
value.
In
order
for
the
 value
of
a
message
to
transfer
its
meaning
to
worth,
advertisers
must
draw
on
already‐ established
meanings
within
the
culture
(p.25).
Too
often,
companies
try
to
create
 communities
around
their
products,
instead
of
accepting
pre‐existing
values
and
 standards
within
a
community.
A
business
must
not
only
understand
their
consumer
 and
the
importance
of
giving
a
message
worth
in
the
eyes
of
the
audience,
but
they
 must
also
accept
the
benefits
of
spreadable
media
because
it
is
more
effective
at
 generating
a
buzz
than
revenue.
 

 Advertisers,
although
ultimately
wound
up
in
commodity
culture,
must
give
up
 some
profit
in
order
to
gain
a
committed
audience.
The
benefits
of
spreadable
media
 include:

 • Creating
an
active
audience
 • Empowering
the
audience
and
making
users
an
integral
part
of
the
product’s
 success,
3)
Gaining
recognition
through
online
word
or
mouth
 • Reaching
a
highly
interconnected
audience
 • Communicating
with
audiences
in
a
community
that
they
already
understand
 and
value
(p.44).

 Based
off
of
the
strong
influence
of
word
of
mouth,
companies
have
a
lot
to
gain
by
 giving
up
some
of
their
power.
“By
ceding
this
power
to
its
consumers
companies
are
 losing
much
of
the
control
over
their
distribution,
but
they
are
gaining
the
value
of
each
 user’s
personal
ties”
(p.47).
Many
companies
are
now
catering
more
to
consumers.
 Sony‐BMG,
which
has
historically
been
“prohibitionist”
in
terms
of
allowing
consumers
 to
view
any
of
its
content
on
YouTube,
is
now
allowing
the
content
to
be
linked
to
the
 original
site
while
preventing
the
video
to
be
embedded
in
YouTube.
Fans
can
share
 music
while
visiting
Sony
BMG’s
official
Web
sites
and
consumers
are
gaining
trust
in
the
 company
because
the
company
no
longer
doubts
them
(p.46).

 

 While
many
may
see
consumers
as
one
large
“mass
audience,”
this
is
not
the
 case.
There
are
many
different
types
of
consumers—each
playing
a
unique
role
of
 engagement
and
commitment
in
a
community.

Ross
Mayfield’s
Power
Law
of
 Participation
explains
that
not
all
consumers
can
accommodate
and
understand
how
to
 use
the
multitude
of
available
social
software.
Consumers
range
from
low‐threshold
 participants
to
the
“core
community”
of
influencers.
Sites
such
as
digg
fall
under
the
 “low‐threshold
participation”
category.
Users
simply
use
a
one‐click
method
to
put
 something
of
interest
on
their
favorites
list.
This
low
level
of
participation
is
often
 referred
to
as
“collective
intelligence,”
in
which
not
all
users
must
devote
large
amounts
 of
time
to
a
Web
site,
but
a
little
bit
of
participation
from
a
large
amount
of
people
can
 result
in
a
collaborative
effort
to
figure
out
an
issue
or
put
resources
together.
While
 these
sites
are
valuable,
there
is
no
commitment
from
consumers.
Subscribing
to
 different
sites
requires
a
sustained
attention
from
users,
such
as
Facebook.
Users
will
go
 back
repeatedly
to
communicate
on
the
site
or
update
their
profile.


The
core
community,
mentioned
above,
is
a
small
percentage
of
Web
users
who
 lead
and
collaborate
with
others.
For
example,
on
Wikipedia,
500
people
(or
just
.5
 percent
of
users)
account
for
50
percent
of
all
the
edits.
This
small
number
of
people
 makes
up
the
core
community
(p.50).
Mayfield’s
idea
of
a
core
community
closely
 coincides
with
Malcolm
Gladwell’s
“Influencer
Model”
(p.27).
Gladwell’s
model
rests
on
 the
idea
that
in
each
system,
some
users
are
more
valuable.
These
valued
consumers,
or
 “influencers,”
need
to
be
reached
in
order
to
guarantee
success.

 

 To
gain
insight
into
one’s
audience
and
behaviors
of
consumers,
research
is
 essential.
Multiple
sources
list
statistical
analysis,
surveys,
ethnographic
research,
 interviews,
contextual
inquiries
and
Web
analytics
as
important
forms
of
qualitative
and
 quantitative
data
collection.
Before
seeking
out
specific
information
on
site
visitors
 through
external
means
of
research,
one
can
look
at
information
already
embedded
in
 the
site:
such
as
visitor
loyalty,
bounce
rate,
time
on
site,
location,
search
terms
and
 traffic
source
(p.53).
This
information
can
provide
valuable
data
on
the
general
interests
 of
site
visitors,
as
well
as
how
they
are
finding
the
link
to
a
particular
site.
Data
 collection
follows
the
initial
look
at
statistics.
Depending
on
the
interests
of
the
site
 creator
or
marketer,
not
all
methods
may
apply.

 

 Surveys
are
a
fast
way
to
generate
a
large
amount
of
both
qualitative
and
 quantitative
data,
although
responses
may
be
inaccurate.
Ethnographic
research
is
 valuable
because
it
involves
observing
users
in
their
own
context
and
recording
overall
 behaviors.
Interviews
take
ethnographic
research
a
step
further;
allowing
researchers
to
 ask
consumers
why
they
behave
in
certain
ways.
Contextual
inquiries
involve
combining
 observation
and
interview.
The
above
research
methods
are
valuable
tools
for
learning
 about
one’s
audience,
however
there
are
other
ways
to
gain
insight
into
a
consumer
 group:
Personas
mental
models
and
experience
lifecycles.

 

 According
to
Steve
Baty,
personas
are
used
to
represent
various
types
of
people
 that
the
organization
or
business
wishes
to
connect
with.
When
working
in
a
 communications
research
group,
Baty
noted
that
researchers
are
quick
to
jump
at
a
 certain
“type”
of
person
by
way
of
stereotyping.
Personas
should
not
be
created
unless
 a
particular
person
was
observed
that
fits
a
type
of
consumer
that
is
being
targeted.
 Researchers
must
not
have
pre‐defined
notions
of
personas
prior
to
collecting
data.
 Mental
models
and
experience
lifecycles
are
detailed
visual
representations
that
can
 provide
information
on
how
and
why
users
approach
various
content
(p.59‐60).

 

 Once
research
is
complete
and
targeted
audiences
have
been
identified,
Web
 content
should
be
promoted.
Understanding
a
user‐centered
design
(USD)
process
is
 essential
to
creating
a
site
that
will
be
visited
frequently
by
many
consumers.
UCD
works
 to
“integrate
users
representing
the
profiles
of
target
user
groups
into
the
development
 process”
(p.
84).
Instead
of
creating
a
site
and
then
presenting
it
to
a
consumer,
 consumers
are
placed
in
the
center
of
the
design
process.
Creating
prototypes,
or
“rapid
 application
development”
(RAD)
for
users
to
test
and
releasing
a
Beta
version
of
the
 site
will
generate
a
large
amount
of
feedback
and
save
money
because
advertisers
will
 ultimately
be
putting
out
a
pre‐tested,
consumer‐approved
Web
site
(p.103).
Focus
 groups
as
well
as
eye‐tracking
and
heat
maps
are
often
used
to
gain
feedback
on
the
 tester
site
(p.88‐89).


The
most
important
factor
in
determining
the
credibility
of
a
user
experience
is
 visual
design
(p.103).
Consumers
look
for
sites
that
are
aesthetically
pleasing,
easy
to
 use
and
have
a
solid
interface.
According
to
Bruce
Tognazzini,
effective
interfaces
are
 the
most
fundamental
and
important
requirement
for
a
successful
interactive
design
 (p.107).
Beyond
the
initial
look
and
feel
of
the
site,
visitors
look
for
a
clear
interface
that
 is
easy
to
explore.
Those
who
create
sites
for
more
advanced
users
will
likely
not
be
as
 successful
as
those
who
cater
to
users
of
various
experiences.
According
to
Don
 Norman,
people
process
input
at
three
levels:

 • Visceral
level
–
pre‐consciousness
and
pre‐thought
in
which
appearance
matters
 first
 • Behavioral
level
–
experience
with
a
product,
function,
performance
and
 usability
 • Reflective
level
–
the
full
impact
of
thoughts
and
emotions.
The
meaning
of
the
 product
is
realized
(p.111).


 Understanding
these
input
levels
and
recognizing
basic
principles
of
interactive
design
 can
lead
a
designer
to
achieve
an
easily‐accessible
site
that
will
load
quickly
and
 promote
accurate
content.
 

 Another
valuable
tool
that
site
creators
often
enable
is
tagging.
Tagging
is
a
term
 that
refers
to
assigning
descriptive
keywords
to
various
sections
of
content,
photos
or
 video.
Joshua
Schachter
is
credited
with
creating
the
first
social
bookmarking
service,
 Del.icio.us,
and
consequently
creating
tagging.
If
a
tagging
system
is
added
into
a
Web
 site,
the
interactivity
of
the
site
is
automatically
enhanced.
Visitors
are
encouraged
to
 participate,
and
items
on
the
site
can
be
more
easily
found
through
searches
for
specific
 tags.
According
to
Gene
Smith,
tagging
falls
in
the
middle
of
three
categories:
 Information
architecture,
in
which
labeling
promotes
usability;
Social
software,
in
which
 tagging
can
facilitate
group
interactions
and;
Personal
information
management
(PIM),
 where
tagging
allow
for
personal
organization
(p.117).
 

 It
is
interesting
to
think
that
when
tagging
first
began,
people
objected
to
“non‐ expert”
taggers
participating
in
the
labeling
process.
Now,
many
sites
depend
on
users
 of
all
experience
levels
to
give
their
input
in
the
form
of
tags.
When
searching
for
an
 article
on
a
blog
for
example,
users
can
type
in
a
number
of
different
terms
and
likely
 find
the
correct
article
due
to
tagging.
In
addition,
tagging
promotes
exploration
on
a
 site
and
can
unite
people
with
common
interests
(p.117).
With
strong
followers
and
a
 solid
site
structure,
the
last
step
in
the
interactive
design
process
involves
monitoring
 content
after
it
is
on
the
site.
Part
of
what
makes
interactive
content
interactive,
is
that
 it
is
constantly
being
updated
and
checked
for
accuracy.
Interactive
Web
sites
should
 operate
in
this
way.
 

 In
the
age
of
spreadable
content
and
interactive
audiences,
monitoring
content
 can
best
be
achieved
through
the
use
of
usability
research,
usage
trends
and
Web
 analytics—although
misleading
statistics
from
Web
analytics
can
often
confuse
 researchers.
A
hit
is
a
request
for
a
file
from
the
Web
server
(including
all
of
the
files
on
 a
Web
site).
If
a
user
clicks
on
a
portfolio
page,
there
will
automatically
be
multiple
hits
 if
there
are
multiple
files
on
the
page.
Many
marketers
get
excited
when
looking
at
hits
 because
the
number
high,
but
it
is
inaccurate.
Page
views
are
the
more
accurate


statistic.
Click
paths
are
also
valuable
for
researchers
because
they
reveal
the
different
 links
the
consumer
follows.
Designers
can
look
at
the
click
paths
and
cater
content
to
 more
popular
sites,
or
make
other
sections
of
the
page
more
noticeable
to
entice
 visitors
(p.73‐74).
Thinking
about
Search
Engine
Optimization
(SEO)
is
also
essential
in
 creating
a
successful
site.
Sites
that
are
ideal
for
SEO
are
frequently
updated,
have
high‐ quality
content
and
an
abundance
of
resources
(p.121).
With
so
many
tools
to
monitor
a
 site
and
its
content,
marketers
should
be
careful
not
to
get
too
caught
up
in
design
and
 stray
away
from
the
focus,
which
is
to
engage
users.
 

 According
to
Jesse
James
Garrett,
users
are
engaged
via
mind
(cognition),
heart
 (emotion),
senses
(perception)
and
bodies
(action)
(p.127).
As
interactive
 communicators,
it
is
our
job
to
provide
the
tools
necessary
for
consumers
to
follow
our
 content
and
spread
messages
to
other
interested
users.
But
it
is
also
our
job
to
give
 consumers
the
freedom
to
use
the
tools
we
provide,
as
they
like.
The
spreadability
 approach
is
not
for
everyone.
Companies
that
already
possess
a
strong
brand
message
 or
have
predictably‐delivered
messages
through
television
or
radio
may
not
need
to
 take
the
risk.
However,
the
notion
of
spreadable
content
is
important,
and
all
businesses
 should
recognize
and
understand
it
as
a
possibility
for
a
way
to
successfully
reach
and
 maintain
a
strong
consumer
following.


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