Unified Concepts of Interactivity through a Toolbox

6 11 2009

How would you conceptualize interactivity as it relates to theory and audiences? That is a question that may seem difficult to answer. Granted, it should be. There is no definitive right answer.

Presented with this challenge of conceptualizing interactivity, I worked alongside several of my peers to devise a means of knowledge conveyance regarding the overarching topic. After some initial brainstorming, we realized that visualizing information was a necessity. However, how could be show the relationships that are woven together that make interactive media work? We literally and figuratively grabbed a toolbox to complete the task.

A toolbox represents many components that parallel the most important ones pertaining to interactive media. A prosumer approach further guided our efforts in that a prosumer is characterized by a producer and audience combined. Hence, making something while absorbing influences from others. A toolbox relates to all of these relationships. Below are some examples:

Choice – user chooses tool to use

Control – user decides on content that is paired with the decided upon tool

Feedback – depending on tool chosen and how it is applied, the response will vary, varied outcome results from these factors

Design and Function – every tool specified for a use or types of uses and must maintain purpose

Trust and Value – needs to be a discernible outcome from a tools use, clear sign that task was accomplished by relying upon chosen tool

Connectivity – each tool plays a role towards the greater function of the toolbox, remove one and everything else can be affected

Time – some tools allow more efficient task completion than others, just as some websites make task completion easier than others

Usability – tool should be structured for wide appeal and application towards chosen task otherwise user will not rely upon it for subsequent uses

Optimization – since some tools apply more easier to specified uses than others, key is for user to realize this and make appropriate decision ahead of time to optimize their experience

Why Factor – many reasons contribute to user decisions but each one contributes to a degree towards why one approach was chosen over another

Learning Curve – learning is ongoing which is why using simpler tools first allows more intricate tools to be used later

I found it really interesting to view a standard toolbox and all its accoutrements in this manner. The similarities of such a non-digital medium with the workings of an electronic medium like the Internet is striking. That is just the point. As humans we have had quite a few of these concepts already working in our daily lives, yet, many people do not realize just how applicable they are in the age of interactive media. Hopefully this little explanation of our group’s efforts help to showcase the connection between a good old toolbox and the interactive media of here and now and beyond.




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