The Continuum of Interactivity |
The Continuum of Interactivty
Shedroff asks us to imagine a continuum of interactivty that starts
with the most passive experiences on one end and
more active ones on the other. The most passive
experiences are activities like reading a book or watching a movie.
Contrast those with experiences like having a debate, cooking a
meal or building a house.
Putting control
in the users hands
As an interaction designer you will have to think about how much
control the user will have over the following elements:
-
tools used to shape and form the content
-
pace used to stop, start, slow down, reverse
or fast forward the process
-
content used to structure the possible meanings,
outcomes, messsages of the experience
How much choice will this control offer? How
will the elements above contribute to the users ability create
and be productive?
Remember that Shedroff's continuum makes no value distinctions.
One end of the scale is not better than the other. The correct amount
of interactivity is what is appropriate for the goals and messages
of the project you are designing. Let me end this chapter by quoting
Shedroff:
Interactivity is different from production value
or "richness." Typical television programs
and films can have incredibly rich stories, techniques, and presentations,
but offer almost no interaction except turning the channel or leaving
the theater. Compare this with the experience of improvisational
comedy in which a story is created as the audience watches, gets
involved by offering suggestions, or even
joins in the action.
-- Nathan Shedroff
Now let's look at each one of the individual stops on the continuum.
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