An Introduction to Interactive Media Theory

Page 1

Shelley
Russell
 September
14,
2009

Book
Synthesis:
An
Introduction
to
Interactive
Media
Theory

Whereas
content
was
once
placed
on
the
Web
out
of
mere
convenience
in
the
 late
90’s,
it
is
now
being
written
specifically
for
the
online
environment.
Newspapers
are
 hiring
separate
online
staffs
to
handle
content
and
companies
are
looking
for
ways
to
 condense
information
for
the
Web
—tailoring
it
to
clever
designs
and
trying
to
maintain
 a
strong
following.
While
it
was
once
acceptable
for
businesses
to
engage
in
one‐way
 communications
with
consumers,
interactivity
is
changing
the
face
of
this
 communication.
Most
companies
are
recognizing
that
in
order
to
remain
competitive
 and
successful
long‐term,
they
will
have
to
embrace
more
direct
consumer
feedback
 and
consequently
work
to
break
down
barriers
that
have
historically
been
long‐ standing.
 

 Defining
interactivity
is
difficult,
as
there
is
no
universal
definition.
Interactivity
 can
refer
to
anything.
Technically
speaking,
opening
a
door
is
interactive:
A
person
 engages
with
the
doorknob,
turning
it
to
get
a
response—an
open
door.
But
more
 modern
forms
of
interactivity
are
occurring
online.
Many
experts
have
developed
 definitions
of
interactivity
based
off
of
personal
opinion
and
research.

 • Steur
defined
interactivity
as
“the
extent
to
which
users
can
participate
in
 modifying
the
form
and
content
of
a
mediated
environment
in
real
time”
(p.2)

 • Rheingold
said
that
listservs,
newsgroups
and
e‐mail
represented
interactivity
 (p.2)
 • Koolstra
and
Bos
define
interactivity
as

“the
degree
to
which
two
or
more
 communication
parties
[human
or
computer]
act
on
each
other
in
an
 interrelated
manner.
 • Downes
and
McMillan
completed
a
more
in‐depth
study
regarding
different
 levels
of
interactivity.
They
created
two
categories
in
order
to
assess
 interactivity:
“Message
Dimensions”
(time,
place
and
direction),
and
“Participant
 Dimensions”
(control,
responsiveness
and
perceived
goals)
(p.2).
 Downes
and
McMillan’s
definition
of
interactivity
seems
like
the
most
complete
and
 thorough
definition
because
it
is
the
most
flexible.
This
is
appropriate
because
 interactive
content
must
be
flexible
in
order
to
be
truly
interactive.
Downes
and
 McMillan’s
categories
are
useful
because
they
accept
different
levels
of
interactivity:
 “Low‐values”
and
“high
values.”
Sites
with
more
control
and
responsiveness
rank
higher
 than
sites
with
navigation
buttons
that
do
not
give
the
user
much
freedom.
Interactive
 sites
do
not
necessarily
need
to
be
complex;
a
simple
site
can
be
more
intuitive
and
 interactive
than
a
complicated
site
that
drives
away
users
and
is
difficult
to
use.
 Interactive
features
will
not
be
appreciated
unless
they
are
easy
to
access
and
appeal
 most
users—including
those
with
lower
levels
of
online
experience.
 

 In
order
to
identify
more
specific
elements
of
interactivity,
Koolstra
and
Bos
 developed
an
interactivity
scorecard,
which
identified
areas
on
a
site
that
expressed
 synchronicity,
timing
flexibility,
control
over
content
and
use
of
sight,
among
several


other
categories.
Control
is
one
of
the
most
frequently
mentioned
aspects
of
 interactivity
in
Koolstra
and
Bos’
model—it
is
present
in
timing
flexibility
and
control
 over
content
on
the
scorecard.
Control
is
arguably
the
most
important
aspect
of
 interactivity.
Each
of
the
above‐mentioned
definitions
of
interactivity
involves
the
 participation
of
users,
including
user
control
in
the
click
path
or
specific
message
of
the
 site.
Interactivity
is
a
way
to
describe
the
two‐way
interaction
between
a
user
and,
in
 this
case,
a
computer
or
a
particular
Web
site.
Web
sites
that
gain
the
most
page
views
 from
users
and
maintain
a
large
user
base
are
those
that
provide
unique
and
useful
 interactive
tools
to
Web
users.
Successful
interactive
Web
sites
do
not
happen
off
 chance.
There
are
specific
guidelines
for
effective
interactive
design
strategies.

 

 According
to
interaction
designer
Patrick
Jordan,
“Good
design
goes
past
 usability
and
looks
at
how
people’s
values,
aspirations,
hopes,
fears
and
dreams
can
be
 implemented”
(p.10).
Jordan
refers
to
these
elements
as
“human
factors.”
Human
 factors
are
a
key
component
to
successful
interaction
design
because
interactivity
is
 centered
on
the
needs
and
goals
of
the
user.
 Don
Norman
developed
the
“emotional
 Visceral
 Behavioral
 Re/lective
 design
model,”
which
looks
at
the
idea
that
 aesthetically
pleasing
Web
sites
and
products
 are
viewed
in
a
positive
light.
The
model
includes
three
dimensions:
Visceral,
behavioral
 and
reflective.
These
dimensions
deal
with
the
way
the
objects
are
perceived;
out
of
 instinct
and
in
relation
to
behavior
and
thoughts.
According
to
Norman,
an
effective
 design
addresses
all
three
dimensions.
 

 Interaction
design
is
a
complex
process.
It
is
described
as:
“the
discipline
of
 defining
the
behavior
of
products
and
systems
that
a
user
can
interact
with”
(p.6).
 Effective
design
emerges
after
research,
sketching
and
multiple
revisions.
There
are
two
 key
aspects
of
interactive
design:
Social
and
affective.

 
 • Involves
the
interactions
among
users,
as
 
 well
as
between
users
and
their
electronic
 
 Social
 devices
(i.e.
cell
phone
or
computer)
 
 ritical
factors
of
SxD:
"interpersonal
 interaction
 • Ccommunication,
speech
and
writing,
the
 
 pragmatics
of
talk
and
interaction"
(p.7)
 
 design
 
 • This
is
more
of
the
emotional
response
in
 
 interaction
design.
 
 s
described
in
Don
Norman's
model,
there
 Affective
 • Ais
a
need
for
products
to
ignite
positive
 
 response
 emotions
in
consumers.
The
use
of
icons,
 
 sound,
dynamic
color
schemes
and
 
 animations
are
a
useful
way
to
do
this
(p.8).
 
 
 These
two
aspects
of
interactive
design
are
equally
important
in
terms
of
user
 experience.
Not
only
must
users
be
able
to
have
the
freedom
to
explore,
self‐learn
and
 interact
with
one
another,
but
it
is
also
crucial
that
they
feel
positive
emotions
while
 doing
so.
These
feelings
can
often
occur
sub‐consciously.
Oftentimes
the
first


impression
of
a
Web
site;
the
color
scheme,
layout
and
font
choice
are
the
only
 elements
necessary
to
instill
positive
feelings
in
the
user.
Many
times,
a
user
will
ignore
 valuable
content
and
resources
due
to
a
poor
design
or
a
Web
site
that
evokes
negative
 feelings.
This
analysis
is
further
supported
by
Nathan
Shedroff’s
“Information
 Interaction
Design
book,
in
which
Shedroff
emphasizes
the
importance
of
creating
 “valuable,
compelling
and
empowering
information
and
experiences
for
others”
(p.4).
In
 order
to
create
a
design
that
includes
all
or
most
of
the
elements
discussed
in
the
above
 paragraphs,
interaction
designers
follow
a
six‐step
process
(illustrated
in
diagram
 below).

 

 Each
of
these
steps
is
equally
important
in
creating
an
effective
design.
 Depending
on
the
size
of
the
product,
feedback
 from
users
and
the
purpose
of
the
design,
 Prototyping
and
 Design
Research
 designers
can
go
through
this
cycle
multiple
 usability
testing
 times
until
they
settle
on
the
final
product.
 Shedroff
is
also
credited
with
creating
the
 Research
 “Continuum
of
Interactivity,”
in
which
he
 Analysis
and
 Implementation
 concept
 emphasizes
feedback,
control,
creativity/co‐ generation
 creativity,
productivity,
communications
and
 adaptivity
as
important
interactive
components
 Alternative
 (p.4).
 System
testing
 design
and
 

 Web
design
can
be
a
time‐consuming
 evaluation
 process,
but
it
is
important
to
get
into
the
mind‐ set
that
a
design
is
never
really
completed.
Especially
today
with
developing
technology
 and
an
incredibly
fast
flow
of
information,
Web
sites
should
be
continuously
monitored
 and
updated—in
terms
of
content
and
appearance.

 

 Robert
Reimann,
author
of
“So
you
want
to
be
an
Interaction
Designer,”
asserts
 that
interaction
designers
must
“have
empathy
with
users
and
the
ability
to
 conceptualize
working
solutions
(and
then
refine
them
ruthlessly”
(p.11).
These
skills
are
 not
always
inherent
traits
and
can
be
difficult
to
acquire.
It
is
interesting
to
think
about
 the
different
roles
of
individuals
in
design
firms
and
companies.
Sometimes
the
most
 creative
mind
may
be
in
the
wrong
department.
It
is
admirable
for
companies
to
 outsource
certain
design
jobs,
seek
help
from
internal
departments
or
hire
experts
for
 Web
design
because
those
companies
not
only
understand
their
weaknesses
but
also
 appreciate
the
importance
of
a
solid
design
that
will
benefit
consumers.

 

 An
interaction
designer
must
be
comfortable
with
conceptualizing
and
refining
 solutions.
It
is
interesting
to
think
about
this
because
a
designer
must,
in
other
words,
 be
able
to
do
the
same
thing
that
users
expect
to
be
able
to
do
with
content
that
is
truly
 interactive
(i.e.
discuss,
suggest
and
improve).
This
idea
can
be
expressed
in
the
example
 of
electronic
artist
Imogen
Heap,
who
made
all
of
her
music
available
online
at
 www.flickr.com.
Users
were
then
able
to
comment
on
the
songs
and
suggest
 improvements.
Interactivity
occurs
here
on
two
levels:
One
in
the
aspect
of
the
Web
 site’s
technical
components,
and
the
other
in
terms
of
the
willingness
of
the
artist
to
 openly
communicate
and
use
her
listeners
as
a
primary
influence
in
the
final
product.

 

 If
interactive
design
is
genuine,
the
viewers
are
the
true
central
focus
of
any


project.
Everything
is
done
with
the
purpose
of
appealing
to
the
site’s
audience
and
 ultimately
providing
a
unique
enough
experience
to
bring
them
back
to
the
page
in
the
 future.
Interaction
designers
not
only
work
with
producers,
consumers
and
interfaces,
 but
they
also
study
cognitive
psychology
theories
in
order
to
better
assess
the
needs
of
 site
visitors.
The
theories
described
below
have
been
divided
into
three
main
categories:

 1)
Theories
that
relate
to
the
actions
of
producers
and
creators
 2)
Theories
that
relate
to
the
actions
of
the
audience
 3)
Theories
that
relate
to
the
effect
of
the
media
on
its
audience
 
 
 Robert
Craig’s
“7
Traditions
of
Communications
Theory”
is
not
included
in
the
 explanations
of
these
theories
because
it
encompasses
aspects
from
so
many
of
them.
 Craig’s
seven
traditions
include:
 7
Traditions
of
Communications
Theory
 Rhetorical
 The
practical
art
of
 Each
of
these
traditions
was
identified
 discourse
 following
Craig’s
observation
of
other
 Semiotic
 Communication
 scholars’
approaches
to
studying
 through
signs
 communications
theory
and
its
 Phenomenological
 Dialogue,
or
the
 effects.
Understanding
the
 experience
of
otherness
 importance
of
these
means
of
 Cybernetic
 Information
systems
 communications
is
crucial
to
creating
 approach,
or
 content
and
design
that
has
 information
processing
 interactive
appeal.

 Sociopsychological
 Expression,
interaction
 

 Quantitative
and
qualitative
 and
influence
 research
is
used
throughout
 Sociocultural
 Reflection
of
social
 communications
theories
to
gain
 order
 valuable
data.
Quantitative
research
 Critical
 Discursive
reflection,
 involves
gathering
numerical
data
and
 analytical
reasoning
 the
use
of
mathematical
models
or
 Rhetorical
 The
practical
art
of
 hypotheses.
Qualitative
research
 discourse
 involves
the
process
of
looking
at
the
 Semiotic
 Communication
 meanings
behind
the
numbers.
Focus
 through
signs
 groups
and
interviews
are
common
 Phenomenological
 Dialogue,
or
the
 experience
of
otherness
 forms
of
this
research.

 Cybernetic
 Information
systems
 

 The
theories
outlined
in
the
 approach,
or
 next
few
pages
are
separated
 information
processing
 according
to
their
focus.
The
analysis
 Sociopsychological
 Expression,
interaction
 in
this
paper
will
be
focused
mainly
on
 and
influence
 the
middle
column,
“actions
of
the
 Sociocultural
 Reflection
of
social
 audience,”
because
these
are
the
 order
 theories
that
will
be
most
important
in
 Critical
 Discursive
reflection,
 terms
of
the
future
and
interactivity.
 analytical
reasoning
 The
idea
of
being
interactive
involves
 placing
control,
creativity
and
feedback
in
the
hands
of
the
consumer
(or,
the
audience).
 The
Shannon‐Weaver
model
of
communication,
for
instance,
involves
the
sending
of
a


message
via
a
signal
to
the
receiver
(p.17).
This
model
is
a
popular
communications
 model
but
it
fails
to
include
multi‐directional
communication.
Interactivity
is
based
on
 real‐time,
two‐way
conversation.
This
model
could
better
be
updated
to
express
this
by
 illustrating
a
return
of
information
from
the
receiver
to
the
transmitter.
This
update
 would
better
convey
the
idea
of
a
conversation,
rather
than
a
one‐way
communication
 of
information.
However;
a
true
interactive
model
should
do
more
than
this—it
should
 illustrate
a
cycle.
The
two‐way
conversation
should
not
stop
after
the
consumer
returns
 a
message
to
the
producer.
Instead,
the
producer
should
communicate
back,
and
so
 forth.
Many
businesses
are
working
toward
this
goal
after
adopting
the
mindset
that
 consumers
are
quickly
transitioning
into
active
participants.

Communications
theories:

Actions
of
producers

Harold
Lasswell
–
who
says
what
 to
whom
in
what
channel
with
 what
effect.

Actions
of
audience

Activity
Theory
–
Kant,
Hegel,
 Marx
and
Engels.
It
is
based
on
 the
idea
that
people
are
active
 beings
who
improve
and
achieve
 their
personal
goals
by
their
own
 actions.

 Shannon‐Weaver
 Symbolic
Interactionism
–
 Model/Information
Theory
–
a
 Herbert
Blumer
coined
the
term.
 mathematical
representation
that
 George
Herbert
Mead
and
 includes
an
information
source,
 Charles
Cooley
argue
that
 encoder,
channel,
decoder
and
 “people’s
selves
are
social
 destination.
Noise
is
also
a
factor.
 products
and
these
selves
are
 purposive
and
creative.”
 Propaganda
Theory
–
a
technique
 Online
Communities
Theory
–
 in
which
human
actions
are
 Peter
Kollock.
These
communities
 manipulated
due
to
varying
 existed
before
social
networks
 representations
of
content.
Roger
 and
represent
online
groups.
 Brown
defines
information
as
 People
are
motivated
to
 propaganda
“when
the
goal
of
 contribute
to
these
communities
 persuasive
effort
is
to
benefit
the
 for
various
reasons,
including
 persuader”
(not
the
consumer).
 anticipated
reciprocity
and
a
 sense
of
efficacy.
 Percussion
Theories
–
Cooper
 Uses
and
Gratifications
Theory
–
 and
Jahoda.
This
includes
fear
 this
theory
looks
at
the
reasons
 appeal
(the
use
of
threat
to
instill
 that
people
communicate,
as
well
 concern
or
fear
in
the
audience),
 as
what
they
gain
from
their
 and
functional
approach
to
 experiences.
The
theory
delves
 attitude
change
(where
humans
 into
the
question
of
how
people
 are
irrational
and
rational— are
motivated
to
use
certain
tools
 depending
on
time
and
place).
 to
meet
their
specific
needs.
 Media
richness
theory
–
Richard
 Spiral
of
Silence
–
Elisabeth

Effect
of
media
on
audience
 Knowledge
Gap
Theory
–
 Tichenor,
Donohue
and
Olien.
 With
each
new
medium,
the
gap
 between
the
information‐rich
and
 information‐poor
becomes
larger.
 The
goal
is
digital
inclusion.
 Cultivation
Theory
–
George
 Gerbner.
This
is
included
in
the
 social
construction
of
reality.
If
 the
audience
is
over‐exposed
to
a
 certain
message,
this
can
cause
 them
to
obtain
a
common
 worldview
or
role.

 Technological
Determinism
–
 Marshall
McLuhan:
“the
medium
 is
the
message”
(p.40).
 Technological
factors
are
 responsible
for
driving
social
 change.

Powerful
Effects
Theory
– centered
around
the
idea
that
 media
effects
are
most
powerful
 if
they
are
able
to
reach
multiple
 people
on
many
different
levels.
 This
theory
involves
campaigning
 and
specific
ways
to
target
and
 secure
a
following.

 Agenda
Setting/Media
Framing
–


Daft
and
Robert
Lengel.
Richer
 media,
i.e.
videos
and
interactive
 multimedia
packages,
are
a
more
 effective
and
personal
means
of
 communication

Noelle‐Neumann.
People
will
 speak
out
about
something
if
the
 majority
agrees
with
them.
 Otherwise,
they
are
likely
to
 remain
silent
about
the
issue.
 Perception
theory
–
Berelson
and
 Steiner.
Message
interpretation
is
 a
complex
process
where
people
 selectively
“choose,
analyze
and
 interpret
messages”
into
 something
that
has
meaning.

 Schema
–
Graber,
Fiske
and
 Kinder.
A
cognitive
structure
 developed
based
on
previous
 experiences
and
knowledge.
 People
retain
story
conclusions
 rather
than
details
about
the
 actual
story
itself.
 Image
Perception
Theory
–
Linda
 Scott.
“Theory
of
visual
rhetoric
 to
help
in
understanding
of
how
 people
process
pictures.”
 Social
Network
Theory
–
 Granovetter,
Wellman,
Boyd.
 Attempts
to
look
at
social
 network
ties,
how
and
why
they
 develop,
and
the
ways
in
which
 these
ties
affect
norms.
Every
 human
is
somehow
connected
to
 another.
 Social
Construction
of
Reality
–
 Adoni
and
Mane.
Social
factors
 and
features
of
technology
 combine
to
influence
the
user.

Max
McCombs
and
Donald
Shaw.
 The
media
dictate
important
 messages
and
tell
us
which
issues
 we
should
think
about,
as
well
as
 how
we
should
think
about
them.
 Media
Ecology
–
Neil
Postman
et
 al.
This
theory
looks
at
the
 varying
effects
of
media
as
 related
to
the
perception,
 understanding,
feeling,
values
 and
survival
of
an
audience.

Social
construction
of
reality
–
 Adoni
and
Mane.
Attempts
to
 look
at
social
network
ties,
how
 and
why
they
develop,
and
the
 ways
in
which
these
ties
affect
 norms.
Every
human
is
somehow
 connected
to
another.
 Diffusion
of
Innovations
Theory
–
 
 Everett
Rogers.
Looking
at
the
 ways
that
innovations
become
 popular
throughout
a
social
 system.
 Human
Action
Cycle
model
–
Don
 
 Norman’s
model.
Analyzes
the
 steps
people
take
to
achieve
a
 goal.


The
Activity
Theory
supports
the
theme
of
interactivity
because
it
recognizes
the
 fact
that
consumers
are
active,
in
other
words
“prosumers,”
who
enjoy
making
their
 own
decisions,
self‐learning
and
exploring.
Interactive
content
requires
that
users
 engage
and
participate
freely—sometimes
on
an
unlimited
basis.
This
theory
was
first
 used
in
the
1990s
and
originates
from
the
realm
of
human‐computer
interaction
(HCI).
It
 fits
well
with
interactivity
because
it
implements
the
HCI
research
concepts
of
 interactive
design,
participatory
design
and
cognitive
modeling.
Followers
of
this
theory
 are
accepting
the
value
of
a
more
vocal
and
influential
consumer,
and
they
tailor
their
 content
according
to
these
new
and
freer
parameters.
The
Activity
Theory
serves
three
 important
functions
(shown
in
 the
diagram
to
the
right).
 • Reveals
the
ways
in
which
actions
and
processes
 
 are
divided
and
shaped
by
a
community
as
it
is
 involved
in
accomplishing
a
goal.
 Symbolic
Interactionism
also
 • Shows
the
importance
of
involving
individuals
 emphasizes
the
importance
of
 from
a
speci/ic
community
in
the
act
of
design.
 Activity
Theory
 • Shows
how
knowledge
and
artifacts
are
re/ined
 the
audience
or
consumer.
 and
automated
to
create
a
useful
and
successful
 Functions
 end
product.
 However
this
theory
includes
 the
idea
that
humans
are
 creative
beings
who
are
heavily
 influenced
by
past
experiences.
 Herbert
Blumer
coined
the
term
and
 developed
three
premises
behind
this
theory
that
hold
true
in
terms
of
creating
a
 dynamic,
interactive
product
that
will
grab
and
hold
viewer
attention
long‐term
(p.22).
 
 Blumer’s
Three
Premises:
 • Human
beings
act
toward
things
on
the
basis
of
meanings
that
they
ascribe
to
 those
things.
 • The
meaning
of
such
objects
or
events
is
derived
from
the
social
interaction
that
 an
individual
has
with
other
people,
and
society
as
a
whole.
 • Meanings
are
handled
and
modified
through
an
interpretative
process.
 
 These
premises
further
support
the
importance
of
research
for
interactive
design
and
 content.
Individuals
have
deep‐seated
morals
and
memories
of
past
experiences
that
 will
not
easily
be
swayed.
Understanding
these
morals
and
beliefs
will
show
through
in
 terms
of
a
solid
design
and
content
that
will
appeal
to
the
target
audience.

 

 The
Online
Communities
and
Social
Networking
Theories
are
very
much
related
 in
that
they
are
focused
on
the
meanings
behind
the
connections
that
individuals
create
 with
one
another.
“Online
communities”
was
the
term
used
prior
to
the
existence
of
 social
networks
(i.e.
online
groups
in
which
online
communities
revolved
around
blogs,
 e‐mail
and
synthetic
online
worlds)
(p.26).
Social
networks
such
as
Facebook
and
 MySpace
began
to
appear
and
rapidly
gain
popularity
just
several
years
ago.
Facebook,
 the
most
popular
social
network,
was
created
and
launched
just
five
years
ago
in
2004
 and
has
already
achieved
more
than
250
million
active
users.
According
to
the
Facebook
 Web
site,
more
than
120
million
users
log
onto
the
Web
site
at
least
once
each
day.
The
 Online
Community
Theory
looks
to
address
the
reasons
and
motivations
behind
the


millions
of
users
on
the
site
(and
other
social
networks)
each
day.
Peter
Kollock
 developed
a
set
of
motivations
for
users
contributing
to
online
communities
(p.27):
 The
Social
Network
Theory
works
to
 Kollock's
four
motivations
for
 define
the
meanings
behind
these
 contributing
to
online
 ties.
Mark
Granovetter
differentiated
 communities:
 between
strong
and
weak
ties
in
 social
networks.
According
to
 • Anticipated
reciprocity:
People
are
motivated
to
 give
valuable
inforamtion
to
online
groups
 Granovetter,
oftentimes
smaller,
 because
they
expect
that
they
will
get
information
 closer
networks
represent
weaker
 back
in
return.
 ties
due
to
the
fact
that
they
are
 • Increased
recognition:
Social
network
members
 have
a
desire
for
prestige.
Even
anonymous
 closed
off
from
outside
sources
that
 contributors
and
hackers
often
keep
their
 can
contribute
new
material
and
 screennames
so
they
will
be
recognized‐‐despite
 resources,
as
well
as
creative
ideas.
 the
fact
that
they
could
be
caught
and
punished.
 Under
this
theory,
Ithiel
de
Sola
Pool
 • Sense
of
Ef/icacy:
The
feeling
that
you
have
a
 direct
in/luence
on
your
environment

(i.e.
a
 was
the
first
to
propose
the
“small
 greater
purpose
in
life)
 world
phenomenon,”
(mentioned
in
 • Sense
of
Community:
Interaction
in
a
community
 the
theory
chart
above).
Many
 encourages
more
interaction.
Positive
feedback
 motivates
individuals
and
further
encourages
 researchers
have
further
developed
 discussion
and
feedback
in
online
communities.
 Pool’s
original
idea.
Watts
and
 Strogatz
proved
in
their
research
that
 by
adding
a
small
number
of
random
links,
a
weakly
connected
network
could
 instantaneously
become
highly
connected.

 

 Individuals
who
are
heavily
involved
in
social
networking
should
take
advantage
 of
the
value
in
weak‐ties.
Sometimes
following
a
professional
on
Twitter
or
“friending”
 an
expert
in
one’s
research
concentration
can
lead
to
a
valuable
connection
down
the
 road.
Albert‐Laszlo
Barabasi
defined
these
weak
connections
in
online
communities
as
 scale‐free
networks,
in
which
a
few
highly
connected
“super‐nodes”
or
“hubs”
are
at
 the
heart
of
the
network
with
most
of
the
other
ties
being
weak
(p.24).
Facebook
and
 Twitter
have
been
very
useful
starting
tools
in
graduate
research
in
terms
of
seeking
out
 background
information
and
finding
well‐connected
professionals
in
the
field
of
 communications.
Twitter
is
a
good
example
of
the
value
in
weak
links;
one
can
“follow”
 a
complete
stranger,
but
if
that
stranger
is
highly
networked,
their
Twitter
updates
with
 useful
resources
and
links
will
be
frequently
available.

While
these
theories
are
very
 valuable
and
useful
in
terms
of
modern
communications
and
interactivity,
the
Uses
and
 Gratifications
Theory
best
encompasses
the
ultimate
focus
of
interactivity:
The
needs
 and
personalities
of
consumers.
 

 The
Uses
and
Gratifications
Theory
“identifies
how
people
are
motivated
to
use
 particular
communications
tools
to
meet
particular
needs,”
by
considering
the
“actions
 of
an
active
audience”
(p.31,
33).
The
theory
rests
on
the
notion
that
the
media
can
take
 certain
steps
to
appropriately
serve
consumers
instead
of
merely
dictating
information
 and
messages
to
them
in
an
impersonal
matter.
Katz,
Gurevitch
and
Haas
developed
 Five
Categories
of
Needs
to
describe
the
motivations
behind
the
uses
of
 communications
tools
(p.32):


Cognitive
Needs—Needs
related
to
gaining
knowledge,
insight
and
an
understanding
of
 the
environment.
 Affective
Needs
–
Strengthening
aesthetic,
pleasurable
and
emotional
experiences.
 Personal
Integrative
Needs
–
Strengthening
credibility,
confidence,
stability
and
status
 of
an
individual.
 Social
Integrative
Needs
–
Strengthening
contact
with
family,
friends
and
the
rest
of
the
 world.
 Escapist
Needs
–
Needs
related
to
escape,
tension
release,
desire
and
diversion.

 
 Each
of
these
needs
is
important
in
understanding
ways
to
effectively
communicate
a
 message.
Most
users’
motivations
cross
over
multiple
categories.
In
researching
a
target
 audience,
it
is
important
to
include
questions
about
these
categories
so
that
the
media
 can
better
serve
its
audience.
Abraham
Maslow
developed
a
similar
model
to
describe
 the
needs
of
users
as
related
to
communications
tools:
 
 
 
 
 
 
 
 
 
 
 
 Self‐actualization
is
a
point
in
which
the
user
feels
 Self­ actualization
 completely
in
touch
with
their
morality,
creativity,
 acceptance,
purpose,
meaning
and
inner
potential.
 Self­esteem
 Many
social
network
users
and
Second
Life
users
 feel
as
though
they
can
identify
a
true‐life
 Love
and
belonging
 purpose
through
connections
and
decisions
 they
make
online
in
virtual
communities.
 Safety
and
security
 While
these
motivations
are
important,
 Physiological
needs
 users
can
experience
gratifications
 from
any
number
of
areas,
 including:
From
a
medium’s
content,
from
familiarity
of
a
genre,
from
general
exposure
 to
the
medium
and
from
social
context
in
which
the
medium
is
used
(p.32).

 

 According
to
Lasswell,
the
media
serves
the
functions
of:
Surveillance,
 correlation,
entertainment
and
cultural
transmission
(p.32).
However
important
 changes
in
modern
communications
have
expanded
these
functions
to
include
 demassification
(control
by
an
individual),
asynchroneity
(ability
to
access
and
 participate
at
any
convenient
time)
and
interactivity
(mutual
discourse
and
an
 exchange
of
roles
between
participants
and
producers)
(p.34).

 

 In
looking
at
the
wide
range
of
communications
theories
available,
it
may
be
 difficult
to
settle
on
one
theory
in
particular.
Futurists
and
those
looking
to
create
 interactive
content
should
read
about
theories
such
as
Uses
and
Gratifications,
and
the
 Activity
Theory—in
other
words,
theories
that
make
the
audience
the
focus.
 Communications
is
no
longer
just
about
how
to
get
a
message
to
an
audience,
but
also
 how
to
get
that
audience
to
respond,
interact
and
adopt
a
genuine
interest
in
the
topic
 at
hand.
Whether
users
are
classified
as
assimilators,
hoppers
or
sensors
(as
identified
 by
Professors
Janna
Anderson
and
Byung
Lee)
(p.36),
the
message
should
still
be
clear
 and
user‐specific
(depending
on
the
target
audience).
Anderson
and
Lee’s
classifications
 of
users
are
similar
to
Everett
Rogers’
five
adopter
types
(p.42):
Innovators,
early
 adopters,
early
majority,
late
majority
and
laggards.
Every
user
has
different
morals,
skill


levels,
motivations
and
opinions.
This
further
emphasizes
the
need
for
the
“mass
 audience”
to
be
dissected
through
research
and
thoughtful
discussion.
The
term
 “consumer”
should
be
permanently
changed
to
“individual.”
The
free
and
open
Web
is
 allowing
users
to
express
themselves
and
develop
strong
online
personalities
and
 reputations.
Ha
and
James
identified
Five
Dimensions
of
Interactivity:
 

 
 
 Interaction
designers
and
writers
 should
focus
on
each
of
these
components
when
creating
 Playfulness
 any
products
online.
A
beneficial
user
experience
on
 the
Web
should
always
be
a
memorable
one.
 Theories
that
are
rigidly
structured,
or
those
 Reciprocal
 that
only
focus
on
one
factor,
such
as
 Communciations
 Choice
 technological
determinism,
are
ignoring
the
 fact
that
multiple
factors
and
varying
user
 personalities
contribute
to
the
overall
 experience
and
producers
should
address
content
 and
design
formation
on
multiple
levels.

 

 In
terms
of
the
timeline
at
the
end
of
 Information
 Connectedness
 Collection
 this
book,
it
was
fascinating
to
read
about
the
 numerous
changes
that
have
occurred
in
a
 relatively
short
amount
of
time.
For
the
most
 part,
the
media
has
done
a
good
job
in
keeping
up
 with
technological
developments
and
improvements.
The
speed
at
which
all
of
this
 change
took
place
was
very
interesting.
The
Friendster
social
network
was
released
in
 2002
and
in
less
than
10
years
social
networking
sites
have
grown
immensely
in
 popularity.
Between
2002
and
2006,
three
of
the
most
popular
networking
sites
 (LinkedIn,
Facebook
and
Twitter)
were
created.
In
general,
new
developments
in
 technology
were
first
for
utilitarian
purposes,
and
then
were
expanded
on
and
 developed
for
personal
use
and
enjoyment.
The
Adobe
Creative
Suite
changed
the
face
 of
communications
in
that
it
created
a
new
way
to
present
and
market
information.
 With
each
update,
Adobe
improves
the
software—making
it
more
intuitive
and
capable
 of
catering
to
the
specific
needs
of
the
user.
 

 Technological
developments
are
occurring
more
rapidly
and
are
becoming
more
 monumental.
“The
future,”
is
getting
closer
to
being
reality
each
day.
Those
individuals
 and
organizations
that
resist
change
will
only
find
themselves
falling
further
behind
and
 losing
touch
with
more
efficient
and
effective
means
of
communication.
For
example,

 “The
Alamance
News,”
a
small
local
paper
based
out
of
Graham,
North
Carolina,
the
 editor
in
chief
refuses
to
create
a
Web
site
for
the
paper.
As
a
result,
subscriptions
are
 falling
because
readers
are
most
attracted
to
online
papers
where
they
can
better
 communicate
with
reporters
and
get
instant
story
updates.
This
stubborn
mindset
is
an
 impediment
to
businesses.
Embracing
interactivity
is
beneficial
to
both
consumers
and
 businesses
because
a
more
open
communication
leads
to
uninhibited
exchange
of
 feedback
and
creativity.


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