New Media and Interactivity: The Authorware Model


Interactivity (from Robert Zielinski)

  1. A major selling point with new media technologies
  2. New Media/multimedia an improvement on other media (television,
    radio, film, books, etc) because of increased interactivity
  3. Definition: "to act on one another"
    a. a dialogue
    b. user talks to system; system talks back
    c. Ideally, "(e)very interaction should be designed with the
    goal of the system learning something about the user so that it
    can in turn provide a specific and relevant response."
    d. "System talking back" is not simply displaying particular
    text, graphics, etc.
    e. "The system talking back must evolve into the computer's
    capability to evaluate a student's progress against a stated
    learning objective then sequence the learning based on that
    evaluation."
  4. Low Level Interactivity
    a .Monologue presentation in which the user passively
    acquires information, while the system is not learning about the
    user.
    b. Frequently uses metaphors common to everyday life:
    textbook, assembly line
    c. Uses common computer widgets (standard inteface--buttons,
    etc)
    d. Linear presentation with minimal branching
    e. minimal data collection
    f. Designer
    i. establishes instructional objectives
    ii. determines sequence of events
    g. User controls pace of presentation
    h. Computer acts as a glorified slide or video projector
    i. Low-level interactivity is appropriate for teaching a
    process
  5. Mid-Level Interactivity
    a. User takes more control in acquisition of content
    b. Computer reacts to control--does not enter a dialogue with
    the user
    c. Often uses forced metaphors (game shows)
    d. Non-linear presentation with some branching
    e. Designer establishes instructional objectives and defines
    content
    f. End user controls pace and sequence of events
    g. Computer is still a presentation device
    h. Appropriate for building reference tools
  6. High-Level Interactivity
    a. User is an active participant
    b. Content drives metaphors
    c. Seemingly infinite branching driven by what system learns
    about user
    d. Designer
    i. Establishes instructional objectives
    ii. Determines standards to judge mastery
    iii. Sets criteria for determining path user follows
    e. End user controls pace at which content is presented
    f. Computer
    i. Active participant in delivery of information
    ii. Collects information about user to create a path of
    instruction
  7. Authorware and Interactivity
    a. Authorware is a presentation (or authoring) program
    b. Developing pieces generally requires using other programs
    (Photoshop, Premiere, etc) in conjunction with Authorware
    c. Icon-driven interface
    d. Flowline metaphor
    e. Though different from HTML, many of the operations
    possible with Authorware can be created with HTML
    f. Authorware presentations can be translated (with
    Shockwave) into a format that allows them to be accessed on the
    web
  8. Designing with Prototypes
    a. Prototypes are rough sketches of what your project is
    going to do
    b. Allows working with functionality of a piece before
    investing too much time in aesthetics
    c. Shows places where interactivity needs more work
    d. Prototype gives a framework on which to develop aesthetics
    e. When developing sophisticated interactions, expect to
    spend much (if not most) of your time revising your prototype to
    ensure your project meets your goals
    f. Developing in teams
  9. The Thin Man prototype
    a. Project began with a research paper I wrote in a UA film
    course
    b. In another course, I learned the basics of Photoshop,
    Premiere, SoundEdit 16, and Authorware and began putting the
    piece together
    c. Advantages
    i. Combine analysis with film clips and graphics
    ii. Turn paper into an interactive lecture students can
    use outside class
    d. Major difficulty: transferring a linear term paper into an
    interactive format:
    i. Less control for author
    ii. Need to make things intelligible regardless of the
    order in which they are viewed
    iii. Need to re-do much of research in order to get
    information and graphics required by multimedia
    iv. Film clips and disk space


Last revised: August 8, 1997
Comments: emrich@u.arizona.edu