Exploring
the concept of Interactivity
Freire,
Maria da Graça
Universidade
Lusófona de Humanidades e Tecnologias, Lisbon/Portugal
Abstract
Interactivity is a
fragmentary concept that refers to the user, the document and the system. The
interactive experience becomes possible when the medium allows the interaction
between these elements in a develop of its internal States change and ensure the
exchange of information (Cook, 2001). However, the fundamental of this issue
cannot move away from Mark around which are the properties of the concept of
interactivity that relate to the subjective experience (e.g., needs the
technology answers), then and only then, we will be face to face with an
interactive experience mediated by the new media.
1-The concept
The concept of
interactivity can still consider themselves rooted in the Greek term διαλεκτική: the art of arguing by
interactive questioning which requires perr
relations. Is this property perr relations that establishes the
difference of interactivity. The argumentation of Socratic maieutics proposed
this interactivity, by which two (or more) subject argued an argument founded
in questioning that entailed, as a condition of possibility, interaction, it
say the interactivity. Thus, we have that the very concept of interactivity
belongs to a cultural acquisition that has roots in classical antiquity. Today,
we use interactivity as property of a particular technology: the mass media,
that reclaiming the tradition of his
membership in the particular satisfaction of needs involved. In parallel, we
will take the array of modern thought to be involved in a technological
apparatus interactivity, in particular, the mass media.
The reflection
around the interactivity in place raises three strands of analysis technology:
interactivity between users user-user (user-user – the system is
the vehicle), with documents (user-documents) and user with the
system (user to system – which analyses the interface). With
MacMillan (2002), we believe that the three forms of interactivity refer to
three types of control models, namely: relational or interpersonal, and content
of a resale process.
2- The
interactivity between users (user-user) The interactivity between
users call to reflection concepts such as feed-back (Wiener, 2001),
interpersonal communication (Fiske, 1990) or symbolic communication (Goffman,
1967). The confirmation of (possible) existence of mutual discourse between
different subject users does not imply, inevitably, the promotion of an
original form of interactivity. Before, involves the potential for different
Mediation of mass media which, however, does not diverge from the
interactivity that is already configured in pre-existing media (McQuail,
2000). What distinguishes the new technologies of the previous is the type of
control of messages generated (MacMillan, 2002) and the implicit in its use. Ludicity.
3- User
interactivity with documents (user-documents)
Interactivity with
content becomes essential to any medium at two distinct levels, namely:
interaction with content and creators and the affective production of contents
(Damasio, 2007). In the context of mass media, interactivity – while interacting
with content – corresponds to the interaction, face-to-face with individuals
represented by medium (Sudweeks & Rafaeli, 1997) and becomes a
legitimate associate it the urge to fill social interactions (William et al,
1994). In other words, the new technologies of communication and information
exponentiated the type of interactivity that settles between subject and
content, even if not yet created a new dimension of this interaction. Before,
reinforce the active role of receptors, as potential content producers as well,
depending on the processing of communication channels, the transposition of the
threshold of one for many in a new level of communication ability of many
to many (Rogers, 1986, Looms, 1993), while calls to the distinction between
technological development and technological ownership, which, the limit, would
refer to both between profile and/or underlying potential, each technology as a
determinant of its property (ability, desire and interest of the subject in
relation to a particular technology). That is, being that the technology is
established from the point of view of the subject (user) seem to be completing
the same for interactivity.
4- The interactivity between the user and the systems
(User to System)
Interactivity is
the intrinsic property of certain technologies and which highlights the
experience/relationship subject-thus surpassing the root machine, Greek
questioning perr relations.
The current
interactivity (technological) exceeds the relationship subject-subject and focuses
as subject and object, however, reciprocity is not abandoned each time
interactive experience is conditioned by satisfying certain needs (of the
subject), as a response to the execution of a set of features in the context of
the technological apparatus. It is essential that the experience of
interactivity makes a change in the State of the subject (before and after each
interactive experience). Interactivity becomes a participative reinforcement
provided to users (in digital media , the interaction can be local,
hidden or chosen), which reflect the shape and function of the media
taking as support. In other words, the vehicle determines the representation,
that is, the form and contents reveal the media in that Lodge,
therefore, the threshold, the content is the way and, thus, is to involve the
user behaviours and system, each time the form determines the wealth of media
appreciated by you (MacMillan, 2002). The form determines the richness of the media for the way
the system facilitates communication (reveals his presence) with users (Burke,
1999), by which the function of systems includes directions and the level of
control that the system allows and that if you did this to new media:
users controlling (temporal, local, recipients and direction) of their
communication experiences. IE: the system has the ability to create a
meaningful representation aimed at satiating the interactivity and ease the
user control in your experience of interaction (Damasio, 2007). perr relations (users) dialogue
established by mobile communication for co generation and sharing documents,
with games and RPL with systems capable of adapting to the user and allow
transparency in interaction with the systems. This can be established in direct
communication (Shneiderman, 1998) in which the interaction is controlled by the
subject that you access through tools, manipulating the system (e.g.
interaction in programming) or transmission continues information (Webster
& Trevin, 1992) – the most advanced in the system is completely transparent
to the user (e.g., virtual reality). Adaptive interaction assumes the computer
is who owns the process control (e.g., graphic adventure games, collaborative
applications for educational purposes).
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