A Literature Review
(Term paper for the course in Media Convergence, Fall 2009 at St. Cloud State university, Minnesota, U.S.A)
Introduction
The ambiguity that results from the standard that should be used to determine what makes one medium more interactive than the other has brought about varying definitions of the concept of interactivity. Two fundamental dimensions of interactivity have led to these variations. One dimension is that held by Bretz (cited in Kiousis, 2002) who sees interactivity as related to an interdependence of messages. On the other hand, Steuer (1992) sees interactivity as more technologically determined. The former stresses message content, while the latter emphasizes technological structure (Kiousis, 2002). On this background, this review of literature will attempt to seek out the conceptual definition of Interactivity based on the aforementioned two dimensions. However, since interactivity is generally associated with new communication technologies (DeFleur and Ball-Rokeah, 1989), this review will also offer how interactivity is measured or operationalised in the context of the internet and World Wide Web.
What is the Concept of Interactivity?
Rafaeli & Sadweeks (1997) defined interactivity from the point of view of interpersonal communication. For them, interactivity is “the extent to which messages in a sequence relate to each other, and especially the extent to which later messages recount the relatedness of earlier messages.” DeFleur and Ball-Rokeach (1989) argue in the same way that “interactivity generally refers to the processes of communication that take on some of the characteristics of interpersonal communication”. Their point is that interactivity is not a characteristic of the medium, it is a process-related construct about communication. In the light of this definition, researchers such as Walther & Burgoon (1992) tried to evaluate the interactivity of Internet communication by how closely it simulates face-to-face communication. Against this background, Ha & James (1998) contended that such “conception ignores the characteristics of computer-mediated communication which allows asynchronous communication.” In this vein, Ha & James (1998) define interactivity as “the extent to which the communicator and the audience respond to, or are willing to facilitate, each other’s communication needs” ( cited in Hoy and Lwin, 2007). This definition is based on the characteristics that typically separate the Internet from other media, and Hoy and Lwin (2007) link it to the marketers-consumers concept. They hold that such interactivity holds marketers accountable for knowing and facilitating the consumer’s market needs.
Steur (1992) defines interactivity through a mechanical perspective as “the extent to which users can participate in modifying the form and content of a mediated environment in real time.” Auger (2005) sees interactivity as the “amount and quality of two-way communication between two parties, namely a customer and a commercial organization.” This definition is basically centered towards the performance of commercial websites. Auger (2005) concluded that the level of interactivity of a site is positively associated with overall performance as against the sophistication of design which is not related to that performance construct.
Looking at interactivity from a business point of view especially in advertising, Robb et al. (1997) see it as a combination of rich content, active intelligence, and collaborative communications to create a compelling consumer experience. Ha & James (1998) argue that these perspectives of looking at interactivity will introduce subjectivity in the interpretations of the nature of interactivity because of individuals’ different perception of richness, engagement, fantasy or relationship with previous messages. Ha & James (1998) still argue against the restrictive assumption alluded to interactivity that “reciprocal, two-way communication is a common desire of both the communicator and audience.” Their contention was based on the definition of interactivity as “the degree to which participants in a communication process can exchange roles and have control over their mutual discourse” (Ha & James 1998).
Dalgano (2001) defines interactivity as that which primarily refers to human-computer interaction rather than human-human interaction. Dalgarno (2001) linked this concept to the highly interactive learning resources which facilitate a high degree of interaction between the learner and the resources. As a result, Dalgarno (2001) did not see web-based learning resources which incorporate computer-mediated communication tools as been highly interactive learning resource. This is because web-based learning resources can allow a great deal of interaction between people, but do not necessarily facilitate interaction between the learner and the resources. The concept of interactivity used here tries to present the point that there are different degrees of interactivity depending on the type of technology used. Rafaeli (1988) declared that “interactivity is an expression of the extent that in a given series of communication exchanges, any third (or later) transmission (or message) is related to the degree to which previous exchanges referred to even earlier transmissions.” In a similar vein, Williams et al. (1988) stated that interactivity is ‘the degree to which participants in a communication process have control over, and can exchange roles in, their mutual discourse’. Here, we see a shift away from an emphasis on channels and more towards the interconnected relationships among exchanged messages (also referred to as third-order dependency).
Kiousis (2002) however, gave a more consolidated definition of interactivity by bringing together other definitions. Kiousis presented interactivity as “the degree to which a communication technology can create a mediated environment in which participants can communicate (one-to-one, one-to-many, and many-to-many), both synchronously and asynchronously, and participate in reciprocal message exchanges (third-order dependency).” With regard to human users, Kiousis (2002) added, interactivity will additionally refer to user’s ability to perceive the experience as a simulation of interpersonal communication and increase their awareness of telepresence.”
How is Interactivity Operationalised?
McMillan (2002) sees interactivity in terms of user control. She identifies three forms of interactivity: user-to-system, user-to-user and user-to-document. User-to-system occurs when there is an interaction between individuals and computers, user-to-user takes place between users and often referred to as computer-mediated communication, while users-to-document occurs when “users modify site texts, or when real-time feedback collected from receivers is used by the source to modify the message” (cited in Endres & Warnick, 2004). Seeing interactivity in the form of user control, Steuer (1992) holds it to be “the extent to which users can participate in modifying the form and content of a mediated environment in real-time.” This view is technologically based, and interactivity here is measured by the speed, range, and mapping capabilities of a medium, where the user possesses ultimate control. According to Steuer (1992), an increase in any one of these factors raises the level of interactivity for a given medium. Kiousis (2002) argues that the notion presented by Steuer (1992) delimits interactivity as a property of technology itself which consist of speed, mapping, and range. That although speed and range seem consistent with basic views of interactivity, mapping is probably more topic specific for computer software. Jensen (1998) has a similar technologically-driven definition of interactivity as “a measure of a media’s potential ability to let the user exert an influence on the content and/or form of the mediated communication” However, For Kiousis, (2002) this definition pays less attention to other prominent aspects of interactivity conceptions, such as third-order dependency. Kiousis believes that a system that permits third-order dependency among participants is said to be interactive.
Kennedy (2004) sees interactivity as involving the relationship of two entities: the user and the instructional source. This measure is based on attribution to educational multimedia. Kennedy (2004) opines that educational multimedia programs on their own cannot be interactive; they only have the potential to be so. As such for interactivity to be measured, the user is required to release this potential by establishing the dynamic relationship. While on the other hand, there should be effective design of instructional events or task which is important to student learning.
Physical actions of the user and the purposes for which the user acts are used to measure interactivity. This user interface is based on three types of interactivity: linear interactivity, which allows the user to move forward and backward in a program, update interactivity, where users respond to predetermined problems such as questions and tasks, and thirdly, construct interactivity, which requires users to manipulate elements of the interface to achieve goals (Sims, !997). Those who define interactivity in close relation to the user include Leary (1990) who sees interactivity as the capacity for a system to mimic interpersonal communication, while Newhagen et al. (1995) and Wu (1999) describe interactivity as a “possible perception of individual users” (as cited in Kiousis, 2002).
Ha & James (1998) hold that for a site to be considered really interactive it should allow for the following:
1. Playfulness
2. Choice
3. Connectedness
4. Information collection
5. Reciprocal communication
These, they believe, will accommodate individual differences in communication needs because some audience may want only low levels of communication with the freedom to navigate within websites and the fun of selecting different options without direct contact from the company. While on the other hand, some audience will want immediate assistance from a company, such as information on technical support to solve an immediate problem.
Ghose and Dou (1998) hold that a commercial website can be interactive when there is the availability of electronic feedback mechanism, the ability to order products or services online and the availability of other searchable features. This lies on the fact that for Internet-based ecommerce interactivity should come primarily from its potential to have a favorable short-term and long term effects on consumer behavior (Schlosser, 2000). It should be able to make consumers more attentive to information while online (Berthon, Pitt, and Watson, 1999). Auger (2005) argues that interactive sites particularly commercial websites should have the potential to more effectively satisfy customers and convert visitors into buyers. This should bring about a response between the communicator and the audience in their attempt to facilitate each other’s communication needs (Ha & James, 1998).
In operationalizing interactivity, Guay (1995) divided interactivity into three types: navigational, functional, and adaptive. Navigational involves the user simply clicking on hyperlinks to be taken to the next page. In functional the user and the computer work together to achieve a certain goal. Adaptive, according to Guay, is the highest level of interactivity because it gives users the ability to augment or alter the page, such as posting a message to a bulletin board (cited in Mabrito, 2001). Rivera (2001) views interactivity as a characteristic of the individual rather than the medium. This is because it is the person who chooses to interact (cited in Hoy & Lwin, 2007).
Heeter (1998) presented six dimensions by which interactivity can be determined. These are:
1. Selectivity, which is the amount and variety of users choices
2. The effort that is needed for any user of the media system to exert in accessing information
3. Responsiveness, which is based on conversationality that tells how a medium is responsive to the user
4. Information use monitoring that shows how well information selection can be monitored across an entire population of users
5. The degree of how users can add information easily
6. It should facilitate interpersonal communication coming through either by allowing users to respond to messages at their convenience (asynchronous) or allowing for concurrent participation (synchronous) (cited in Cheng & Chen, 2008)
Borsook & Higginbotham-Wheat (1991) give the following measures for interactivity: immediacy of response, non-sequential or non-linear access to information, adaptability, and feedback, sufficient number of user options, bi-directional communication channels and interruptability which is the length of time required for any giving sequence before allowing further input.
Downes and McMillan (2000) provide a five-dimensional definition of what should be the standard for determining interactivity. These comprised:
(1) Direction of communication;
(2) Timing flexibility;
(3) Sense of place;
(4) Level of control;
(5) Responsiveness and the perceived purpose of communication.
This measure seems to basically focus on computer-mediated communication.
Timing flexibility as given by Downes & McMillan (2000) could be operationalized as whether the system would allow participants to communicate in real time and/or in delayed fashion. A system allowing for both would rate higher than one only providing one option. Also Range as proposed by Steuer (1992) could be computed as the number of actions that the system offers to the user (Kiousis, 2002).
Those who view interactivity from a computer science/design viewpoint hold that it is gradually shifting to become more user-based. In demonstrating this, Naimark (1990) tries to differentiate between realness and interactivity. The former refers to the competency of technology to blur the boundaries between physical and mediated reality. While the latter refers to the aptitude of users to modify, interact, and respond to media which, in turn, transform the mediated environment being experienced.
Evaluation and Conclusion
From the review of literatures, interactivity has proved to be a difficult concept to define in a unified fashion. The varying definitions that exist come as a result of the ever improving capacity of new technologies that are on their own difficult to conceptualize. People define interactivity based on their experience of a medium. This account for why marketers and advertisers define interactivity based on their own interest. The same can be said of those in either educational field or those in the area of information technology. As users of particular medium experience interactivity they give it a definition based on that experience. In effect, the measure of interactivity seems to determine its conceptual definition for particular class of users. There is a need for a blending of all the different definitions of interactivity so as to have a concise framework of the term.
Although the general concept of interactivity is understood, it still remains unclear if new media scholars can work out a basic measure below which a medium can be termed as not meeting the standard of interactivity. The dominant feature of the measurement of interactivity found in the literature is the ability of the user to have control over the medium. Other features notwithstanding, user control from the collection of literatures seems to be the one term that is agreed by most scholars and experts in new media to be a strong measure for interactivity. On the other hand, sophistication of design that does not allow the proper navigation of the user is not seen as encouraging interactivity. There is a tendency that as more and more new media facilities evolve the present measure of interactivity as it is will be out-dated. Hence, as far as this area of interest is concerned, interactivity is going to be an ever fresh concept to define in the future. This call for new media scholars to be more involved in continuous research to expand knowledge on this concept.
References
Auger, P. (2005). The Impact of Interactivity and Design Sophistication in the Performance of Commercial Websites. Journal of Small Busssiness Management. 43, 2, 119.
Berthon, P., L. Pitt, and R. T. Watson (1996). Marketing Communication and the World Wide Web. Business Horizons, 39, 24-32.
Borsook, T. K., & Higginbotham, W. N. (1991). Interactivity: What is it and what can it do for Computer-based Instruction? Educational Technology, 31(5), 11-17.
Cheng, K. & Chen, Y. (2008). Student-Instructor Communication: An Interactive Teaching Material in Support of Student Learning. Journal of Instructional Psychology, 35, 1, 24.
Dalgarno, B. (2001). Technologies Supporting Highly Interactive Learning Resources on the Web: An Analysis. Journal of Interactive Learning Research, 153.
Endres, D., &Warnick, B. (2004). Text –Based Interactivity in Candidate Campaign Websites: A Case Study from the 2002 Elections. Journal of Communications, 68, 3, 322.
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Guay, T. (1995). Web Publishing Paradigms. [Online]. Available: http://hoshi.cic.sfu.ca/[sim]guay/paradigm/Paradigm.html.
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