The great promise of the world wide web and internet information
sources in general is that learners will be able to access meaningful
information on any subject imaginable. But how will learners access
this information? This article examines educational technology issues
related to accessing meaningful information in an elaborate
information space. In particular, the problems associated with an
over-simplified view of interactivity and access are discussed and
suggestions given for introductory college courses in new media and
human-computer interaction.
Currently, the primary access path to internet-based information
is the world wide web. Documents on the web are essentially static,
in the sense that they offer a fixed set of data. The pages may be
composed of graphics, text, animation, sound, and video elements but
they are used to disseminate a specific brick of
information. They are fixed with respect to content. Interactivity on
the world wide web is handled primarily by hot hypertext
or hypermedia links and is nearly always synonymous with navigation.
Navigation, in turn, is often thought to be related to going
somewhere as in When I click this underlined word, we
will all go to Germany. Words and phrases such as
teleported, whisked off to, brought us
to, and took us to are often used by people
explaining how hypertext works. Allowing the misunderstanding that
the data is actually coming to the user (and not the other way
around), these statements still promote an overly simplistic view of
interactivity.
Use of the world wide web not only promotes the idea that
interactivity triggers a navigational event, but that clicking
(instantiating the event) will take them to documents
similar to the one they are currently viewing. Users settle into a
generalized, fairly simplistic notion about the tasks they will be
given, the representation of the information provided (i.e., similar
pages), and the level of the interaction (clicking designated areas).
Rather than using current web browsers to introduce the concepts of
access and interaction, instructors can develop a more sophisticated
conceptual context which focuses on accessing a variety of
information types, the terms of the interactions involved, and the
characteristics of the user.
The problem of learning an oversimplified view of a given phenomenon
has been given a great deal of attention. Recent work in the field of
cognitive flexibility theory (Spiro,
Feltovich, Jacobson, and Coulson, 1992) suggest that
oversimplification may come back to haunt future users of more
complex systems. The theory suggests that how efficiently a person
releases misconceptions is due in part to how the misconceptions were
learned. When a person learns that a concept is simple, and later
finds that it is more complex, the learner must not only learn the
new aspects of the concept but unlearn the
old conceptualization scheme. Unlearning a concept may be
much more difficult than learning it.
In a typical world wide web session, hot (or linked)
means a forward connection to a document. The term forward
refers to the idea that the link will advance an idea. It is not
quite like a footnote, for example, which might explain a mode of
thought or a bibliographic reference, or discuss the origins of an
idea. But hot does not necessarily mean any of those
things; the link might provide bibliographic information, or
background information, or simply more information. The link might be
a see also reference, or a more like these reference.
It is possible that the same word used twice in a paragraph might be
linked to different documents. In reality, there is a certain
ambiguity about links, even when they are textual links used in a
text document.
Hot text, however, is a small subset of the universe that represents
hypermedia links. A more useful description of hot
equates the term with a hypermedia button. A button may be thought of
as an artifact that is designed to trigger an event. In this sense,
the button may be viewed as a part of a larger dialog, namely, the
interaction. The event instantiated by the button may open a path to
the interactions goal state, but it may serve another function.
For example, the button may supply the system or contextual help
needed to reach the users goal.
In fact, a hypermedia button may define a function that has no
counterpart in the users experience, or for that matter, in
reality. We typically use hypermedia tools in such a limited context
(to navigate the web) that we forget their most important
characteristic: they may be invented. For example, a
hypermedia button encasing a word might provide a wide variety of
experiences. Suppose that when a user holds a mouse button down over
the targeted word, a menu of options pops up which includes:
dictionary definition, synonyms, other language translations,
navigational links, background information, and diagrams. The choices
in the menu represent part of a negotiation between the user and the
information provider, representing an interaction that is much more
elaborate than a simple navigational link.
Although the goal of computer based interactivity is to provide a
continuous two-way communication consistent with the users
needs (Jonassen, 1988), there are several places where breakdowns may
occur. Building interactive artifacts involves turning abstractions
into clear, functional expressions of ideas which can augment the
performance of the user. However, what the user sees depends on how
the user looks, and even well-designed interface objects may end up
being useless or not fully functional. Research abounds which
analyzes interactivity (Schwier & Misanchuk, 1993; Bellotti,
Blanford, Duke, MacLean, May, & Nigay, 1996), but a few further
examples may help identify key issues. A metaphor being applied may
be misunderstood and the user may be unable to continue with the
interaction. A system response may not make sense to the user,
creating what Don Norman (1990) calls a gulf of evaluation.
Or, the user simply may not know how to proceed, creating a gulf
of execution (Norman, 1990). These phenomena may occur because
the user is experiencing cognitive overload, which Brenda Laurel
(1991) defines as too much to do or see, or they may
exist for some other reason. Interactivity, being a two-way
communication is very much dependent on the system being used to
access the information, the information itself, and the users
characteristics.
Students need a paradigm for knowledge representation which
accommodates conceptual modalities that have never been encountered.
The methods which students will use to access information in the
future are somewhat unpredictable. New representations for knowledge
will be (and are being) invented, and it is likely that interacting
with those representations will be highly contextual.
Access to computerized information is a component of a
human-computer or a human-computer-human dialogue. Characteristics of
such a dialogue are dependent on the representations of the
information provided, user attributes (including perception), and an
event horizon defined by the level of interactivity possible in the
dialogue. Interactivity provides a user with tasks, and it is quite
clear that the tasks themselves also influence the nature of
performance.
When we attempt to access the massive amount of data now online, we
engage in a dialog. As an illustration of this type of dialog,
consider the interactivity inherent in a persons approach to a
carnival entrance. Think of the information channels in operation:
signs, whirling ferris wheels, calliope sounds, a carny barking
step right up into a megaphone, the colorful ticket
booth, people standing in line, people inside the gate carrying
stuffed animals and eating cotton candy, the smell of, well...the
smell. Notice how much of the dialog is dependent on the
characteristics of the person approaching the gate. An adult might
see sleazy people everywhere, and aging ride equipment. It is
unlikely that a child would focus on these particulars. Essentially,
the information presented by the carnival is filtered by the
persons perspective and becomes part of the interaction.
The ticket booth represents a key component of the interaction.
Buying a ticket is the trigger which instantiates the persons
goal state. Even so, characteristics of the person are once again
involved, including the persons financial state. Other events
are possible, the person may wish to talk to the barker, or to others
in line, etc. Notice that the dialog becomes less reflective in the
event space (when buying a ticket). Clearly, claiming that
buying a ticket equals access trivializes or at least
understates what is really involved in access to the carnival.
Similarly, access to a sphere of information is an oversimplified by
those who claim that access equals a connection in every home or
classroom.
Future knowledge domains will contain a wide variety of information
types or channels, and content providers (i.e.students and teachers)
will need to communicate using these channels. An introductory course
in new media, instructional technology, multimedia, or use of the
internet should therefore include a discussion on the use of
appropriate information channels. This discussion sets the stage for
the use of multimedia and mixed media and helps the student develop a
wider understanding of the word literacy. In addition to
identification of gross media types, examples illustrating the
strengths of those types may be given. It is easy to think of
examples in which a short video can take the place of several pages
of text, or an audio clip can provide information that would be
impossible to communicate using text. Gesture, voice inflection,
facial expressions may communicate a sense of humor or other
personality characteristic that it would be difficult to capture
using text. Conversely, inappropriate use of an information channel
may add unnecessary burden on the user. The issues of tradeoffs,
bandwidth, and necessary hardware (as well as who can afford it) are
related. Students carrying out such study should be able to envision
an internet far more sophisticated than the one in use today.
Due to the large number of variables involved, study of user
behavior and user characteristics in computer mediated communication
is very soft. It is difficult to quantify the users
relationship to a human-computer interaction. Schoenmaker (1993)
summarizes this perspective by claiming that although the field
of cognitive psychology includes a number of interesting viewpoints,
there is no unified theory supporting formal design methods...
Nor is there likely to be such a theory. In the future, many
human-computer encounters will involve abstract virtual environments
that are task specific. It is becoming apparent that the human
dimension of communication will be accentuated rather than diminished
by computer mediated communication.
The current, overly simplistic assumption that interactivity means
navigation limits the relationship between the information and the
user, diminishing the users perceived options. It is more
appropriate to view interactivity as contextual, and interactive
artifacts (such as buttons and slide controls) as context sensitive
devices which need to be mastered by the user in order to use the
information effectively. For example, todays web browsers use
many of the same interactive artifacts common in other applications:
scroll bars, resize boxes, and copy functions. They also include
buttons sensitive to the context in which they appear (namely
online), such as go back buttons, reload buttons, stop
buttons, etc. New users of the world wide web learn to use the
unfamiliar tools and apply them in the context of web access, with
varying degrees of success.
Although todays browsers are adequate for information that is
presented in documents similar to paper documents, it is not
difficult to see the need for more interactive triggers
in a document involving multiple video and audio sources. In other
words, as internet material becomes more complex, users will need
more sophisticated interactive tools. It is quite likely, and
appropriate, that certain internet environments such as simulations
will use specific, unique interactive controls. The proliferation of
more complex information types over the internet will widen the scope
of marketing and distance education efforts, but it will also place
an increased cognitive burden on the user and the developer.
Traditionally, computer research has accounted for variables such as
previous computer experience of the user, socioeconomic background,
locus of control index of the user, domain expertise of the user, and
measures related to the level of engagement experienced by the user.
The needs of the user are of prime concern, but often overlooked in
controlled studies. Stephen Weyer (1988) thoughtfully described
several goal possibilities as: tell me, inform me, amuse me,
challenge me, guide me, and teach me. Obviously, the needs of the
user interact with the knowledge domain, and affect the interaction
in a human-computer dialog.
We are entering a new era of communication, unlike anything we
have experienced before. The challenge facing us is to develop a new
brand of common sense that is dynamic; one that
integrates new forms of communication into existing streams of
discourse. To rise to this challenge, we must build sophisticated
frameworks capable of supporting a large number of variables
simultaneously. It is up to institutions of higher learning to help
students develop models useful enough to support a gestalt
leap into the 21st Century.
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