Interactivity Interactivity • Viewer influence of and participation in a work Camille Utterback, Untitled 5, 2004
Download ReportTranscript Interactivity Interactivity • Viewer influence of and participation in a work Camille Utterback, Untitled 5, 2004
Interactivity 1 Interactivity • Viewer influence of and participation in a work Camille Utterback, Untitled 5, 2004 2 Levels of Interactivity Complex Simple Intermediate 3 Levels of Interactivity iBook App 1. Simple: Viewer decides how much time to spend on each part, e.g., iBook, webpage, video, slide show 4 Levels of Interactivity Moleskine App 2. Intermediate: Viewer inputs information that alters the product, e.g., computer-generated madlibs. 5 Levels of Interactivity 3. Complex: Viewer decisions affect outcomes, e.g., computer adventure games. 6 Navigation Open Linear Modular 7 Linear Navigation • The viewer can navigate only in the order the designer has set. 8 Modular Navigation • From one entry point, the viewer can navigate • to other sections. The only way from one section to another is to go back to the top. 9 Open Navigation • Viewer can go to any part of the presentation • in any order. In open navigation, keep all content in selfcontained units. 10 Combining Navigation Systems • An effective new media project might combine aspects of all three kinds of structures. 11 Navigation Paradigms: “Deep” • Viewers drill down through layers • Viewers may have to pass through the same • spot more than once to get to another area Paradigm allows for designer control 12 Navigation Paradigms: “Shallow” • Designer gives viewers control • Content of each area must be self• contained Viewers can become confused when 13