User Contributed Dictionary
Noun
- The quality of being interactive
Translations
quality of being interactive
- French: interactivité
- German: Interaktivität
- Indonesian: Keinteraktifan, Interaktivitas
Extensive Definition
In the fields of information
science, communication, and
industrial
design, there is debate over the meaning of Interactivity. In
the "contingency view" of interactivity, there are three levels:
Noninteractive, when a message is not related to previous messages;
Reactive, when a message is related only to one immediately
previous message; and Interactive, when a message is related to a
number of previous messages and to the relationship between
them.
Interactivity is similar to the degree of
responsiveness, and is examined as a communication process in which
each message is related to the previous messages exchanged, and to
the relation of those messages to the messages preceding
them.
Human to human communication
Human communication is the basic example of interactive communication. Because of that, many conceptualizations of interactivity are based on anthropomorphic definitions. For example, complex systems that detect and react to human behavior are sometimes called interactive. Under this perspective, interaction includes responses to human physical manipulation like movement, body language, and/or changes in psychological states.Human to artifact communication
In the context of communication between a human and an artifact, interactivity refers to the artifact’s interactive behaviour as experienced by the human user. This is different from other aspects of the artifact such as its visual appearance, its internal working, and the meaning of the signs it might mediate. For example, the interactivity of an iPod is not its physical shape and colour (its so-called "design"), its ability to play music, or its storage capacity—it is the behaviour of its user interface as experienced by its user. This includes the way you move your finger on its input wheel, the way this allows you to select a tune in the playlist, and the way you control the volume.An artifact’s interactivity is best perceived
through use. A bystander can imagine how it would be like to use an
artifact by watching others use it, but it is only through actual
use that its interactivity is fully experienced and "felt". This is
due to the kinesthetic nature of the
interactive experience. It is similar to the difference between
watching someone drive a car and actually driving it. It is only
through driving the car that you can experience and "feel" how this
car differs from other cars.
New Media academic Vincent Maher defines
interactivity jeep as "the relation constituted by a symbolic
interface between its referential, objective functionality and the
subject."
Computer science
The term "look and feel" is often used to refer to the specifics of a computer system's user interface. Using this as a metaphor, the "look" refers to its visual design, while the "feel" refers to its interactivity. Indirectly this can be regarded as an informal definition of interactivity.A more detailed discussion of how interactivity
has been conceptualized in the human-computer
interaction literature, and how the phenomenology of the
French philosopher Merleau-Ponty
can shed light on the user experience, see (Svanaes 2000). In
computer
science, interactive refers to software which accepts and
responds to input from
humans—for example, data or commands. Interactive software
includes most popular programs, such as word
processors or spreadsheet applications.
By comparison, noninteractive programs operate without human
contact; examples of these include compilers and batch
processing applications. If the response is complex enough it
is said that the system is conducting social interaction and some
systems try to achieve this through the implementation of social
interfaces.
Also, there is the notion of kinds of user
interaction, like the Rich UI.
Interactivity in new media
Interactivity also relates to new media
art technologies where humans and animals are able to interact
with and change the course of an artwork. Artists and researchers
around the world are working on unique interfaces to allow new
forms of interaction that extend beyond the QWERTY keyboard and the
now ubiquitous mouse. Artists, such as Stelarc work to
define new interfaces that challenge our notion of what is possible
when interacting with machines. His Hexapod for example looks like
an insect though walks like a dog and the locomotion is controlled
by shifting the body weight and turning the torso. Others like Ken
Rinaldo have defined unique interfaces for fish in which Siamese
Fighting Fish are able to control their rolling robotic fish bowls
to interact across the gap of the glass. Simon Penny's Petit Mal
allows a two wheeled sculpture to sense and respond to human
presence and intelligently navigate the environment.
Denis
McQuail mentions interactivity as one of the main
characteristic of the new media. He
quotes: Interactivity: as indicated by the ratio of response or
initiative on the part of the user to the "offer" of the
source/sender
Creating an Interactivity
Various authoring tools are available for
creating various kinds of interactivities. Some of the most common
platform for creating interactivity includes Adobe Flash
and lately released Microsoft
Silverlight. The most commonly used authoring tools for
creating interactivities include the Harbinger's Raptivity and
Articulate's Engage. eLearning makes use of a concept called as
Interaction
Model. Using an Interaction Model any person can create
interactivities in a very short period of time.
Some of the Interation Models present with
authoring tools fall under various categories like games, puzzles,
simulation tools, presentation tools,..etc which can be completely
customized.
See also
Notes
References
- Liu, Yuping and L. J. Shrum (2002), "What is Interactivity and is it Always Such a Good Thing? Implications of Definition, Person, and Situation for the Influence of Interactivity on Advertising Effectiveness," Journal of Advertising, 31 (4), p. 53-64. Available at http://www.yupingliu.com/files/papers/liu_shrum_interactivity.pdf.
- McMillan, S.J. (2002). Exploring Models of Interactivity from Multiple Research Traditions: Users, Documents, And Systems. In L. Lievrouw and S. Livingston (Eds.), Handbook of New Media (pp. 162-182). London: Sage. Available here.
- Rafaeli, S. (1988). Interactivity: From new media to communication. In R. P. Hawkins, J. M. Wiemann, & S. Pingree (Eds.), Sage Annual Review of Communication Research: Advancing Communication Science: Merging Mass and Interpersonal Processes, 16, 110-134. Beverly Hills: Sage. Available here.
- Svanaes, D. (2000). Understanding Interactivity: Steps to a Phenomenology of Human-Computer Interaction. NTNU, Trondheim, Norway. PhD, (public domain: http://dag.idi.ntnu.no/interactivity.pdf)
External links
interactivity in Bulgarian: Интерактивност
interactivity in German: Interaktivität
interactivity in Modern Greek (1453-):
Διαδραστικότητα
interactivity in Spanish: Interactividad
interactivity in Persian: دوسویهگی
اینترنتی
interactivity in French: Interactivité
interactivity in Italian: Interattività
interactivity in Norwegian: Interaktivitet
interactivity in Portuguese:
Interatividade
interactivity in Russian: Интерактивность
interactivity in Turkish:
Etkileşimlilik