new media society 2006 richards 531 50

Upload: bruno-carvalho-dos-santos

Post on 03-Apr-2018

214 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/29/2019 New Media Society 2006 Richards 531 50

    1/21

    http://nms.sagepub.com/New Media & Society

    http://nms.sagepub.com/content/8/4/531The online version of this article can be found at:

    DOI: 10.1177/1461444806064485

    2006 8: 531New Media SocietyRussell Richards

    Users, interactivity and generation

    Published by:

    http://www.sagepublications.com

    can be found at:New Media & SocietyAdditional services and information for

    http://nms.sagepub.com/cgi/alertsEmail Alerts:

    http://nms.sagepub.com/subscriptionsSubscriptions:

    http://www.sagepub.com/journalsReprints.navReprints:

    http://www.sagepub.com/journalsPermissions.navPermissions:

    http://nms.sagepub.com/content/8/4/531.refs.htmlCitations:

    What is This?

    - Jul 19, 2006Version of Record>>

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/content/8/4/531http://nms.sagepub.com/content/8/4/531http://nms.sagepub.com/content/8/4/531http://www.sagepublications.com/http://nms.sagepub.com/cgi/alertshttp://nms.sagepub.com/cgi/alertshttp://nms.sagepub.com/cgi/alertshttp://nms.sagepub.com/subscriptionshttp://nms.sagepub.com/subscriptionshttp://www.sagepub.com/journalsReprints.navhttp://www.sagepub.com/journalsReprints.navhttp://www.sagepub.com/journalsPermissions.navhttp://nms.sagepub.com/content/8/4/531.refs.htmlhttp://online.sagepub.com/site/sphelp/vorhelp.xhtmlhttp://online.sagepub.com/site/sphelp/vorhelp.xhtmlhttp://online.sagepub.com/site/sphelp/vorhelp.xhtmlhttp://nms.sagepub.com/content/8/4/531.full.pdfhttp://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://online.sagepub.com/site/sphelp/vorhelp.xhtmlhttp://nms.sagepub.com/content/8/4/531.full.pdfhttp://nms.sagepub.com/content/8/4/531.refs.htmlhttp://www.sagepub.com/journalsPermissions.navhttp://www.sagepub.com/journalsReprints.navhttp://nms.sagepub.com/subscriptionshttp://nms.sagepub.com/cgi/alertshttp://www.sagepublications.com/http://nms.sagepub.com/content/8/4/531http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    2/21

    ARTICLE

    Users, interactivity and

    generation............................................................................................................................................................................................................................................

    RUSSELL RICHARDS

    Southampton Solent University, UK............................................................................................................................................................................................................................................

    Abstract

    This article is, in part, a response to articles for this

    Journal by Sally McMillan and Spiro Kiousis. The article

    examines the analytical problems caused by the fact that

    interactivity is both a property and an activity. It asserts

    that interactivity is a contextualizing facility that mediates

    between environments and content and users. The article

    analyses the modes of operation both for the production of

    the properties of interactivity and usage/production in the

    activity of interactivity. The concept of positioning is

    offered as a means of moving the debate on from the

    application of communication models or the practical

    development of features. The article proposes succession

    mapping as a methodology that acknowledges the building

    up of the interactive offer and also the generativecapabilities of packages. The concept of the active user

    engaged in user production i.e. generation is introduced as

    being of value to academics, practitioners and those who

    practice, teach and research.

    Key words

    consumer generation generator interactivity

    positioning processor succession mapping user

    production

    INTRODUCTION

    This article is concerned with the production of interactivity and the

    inadequacy of many theoretical approaches to describe the possible

    new media & society

    Copyright 2006 SAGE Publications

    London, Thousand Oaks, CA and New Delhi

    Vol8(4):531550 [DOI: 10.1177/1461444806064485]

    ........................................................................................................................................................................................................................................................

    531

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    3/21

    generative power of interactivity. It seeks to develop theoretical resources,

    applicable either in critiquing, or producing interactive packages. Much

    analysis of users and interactivity has focused on the perception of the latter

    by the former, or in the search for moments of interactivity as a separate

    phenomenon. This article asserts that interactivity is a contextualizing facilitythat mediates between environments and content and users and enables the

    generation of further content. This is a dynamic and inter-related process. The

    mode/s of interactivity on offer provide qualitatively different contexts for

    the types of environment, content, and positions (extending Bourdieu)

    occupied by the user. All these elements and the motivations of the user

    influence the forms of generation.1 These components are examined below.

    The article is concerned with definitions of terms of, and related to,

    interactivity. Research methods utilizing succession mapping are

    investigated. There is an analysis of the qualitatively different modes of

    interactivity as an activity. Some examples from the different modes of

    production of properties of interactivity are also presented. In each case the

    focus returns to the relationships between the user and the generation of

    content. The article concludes by emphasizing the need for further research

    into the application of these proposals.

    DEFINITIONS

    InteractivityInteractivity is not a word often found in hard copy dictionaries. Even a

    survey of on-line dictionaries maintained on the web yielded no mention of

    the word.2 If the word is included in hard copy dictionaries it is usually

    described as a derivative of interactive, although older dictionaries only offer

    interactively as a derivative. The only reference found listing interactivity in

    its own right is in the new Shorter Oxford English Dictionary 2002 edition:

    Interactivity n (a) an activity that involves interaction: b) the property of

    being interactive. This dual application of the word, as both an activity and

    a property, seems significant and worthy of investigation. However, most

    analysts have focused on one of the two meanings.

    Interactivity as an activity

    In 1988, Sheizaf Rafaeli, defined interactivity exclusively with regard to the

    activity of communication exchanges, i.e. 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 (Rafaeli, 1988: 11).Contained within Rafaelis approach, though not emphasized by him, is

    the acknowledgement that interactivity is about the facilitation of generation

    by referral to content in context. In fact it can be argued that it is a

    context/content mix that is being generated. Rafaeli did not write of this

    New Media & Society8(4)

    532

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    4/21

    process in such terms. His concern was to differentiate interactivity as a

    communication activity, as opposed to a technology-led phenomenon.

    However, this article explores the implications of this reassessment

    particularly with regard to where actors are positioned in relation to the

    generation of this mix. Interactivity is not just about exchange ofcommunication but also generation of content. Who is doing the generation

    is in itself an important question. We are now moving into an era where

    there will be further opportunities for users to engage with applications as

    facilities where the personal context of the user informs the content of the

    package and/or where the contextual framework supplied requires the user

    to supply some or all content and/or where the contextual framework itself

    is supplied by the user. These opportunities constitute qualitatively different

    activities that are not just about communication between people.

    Interactivity as a property

    The work of S.S. Sundar provides an exemplar of this mode of analysis:

    Interactivity is an attribute of technology (Sundar, 2004: 387). This is

    very much a practitioners approach. They must learn how to embed

    interactivity as a property. Scientists and designers codify the parameters for

    embedding interactivity in multimedia packages (e.g. Benedikt, 1991). This

    embedding presents interactivity as a resource with varying degrees of

    sophistication and also a dormant resource, awaiting a user to respond to

    it. Sundar puts it thus: How users interact with the system under

    conditions of high or low interactivity is an effects question (2004: 386).

    Consequently, the resulting focus is on design (of interface) and technique

    (usability). Of course these properties are important because they provide

    part of the context for the delivery of content to the user. However, this

    approach is inadequate in describing interactivity as an activity (e.g.

    Benedikt, 1991; Garret, 2002; Neilsen, 2002). Furthermore, the content

    itself is largely ignored in these analyses.

    Interactivity as a property and an activity

    Recently, a number of academics have attempted to bring together these

    two aspects.3 Sally McMillan and Spiro Kiousis have both contributed to

    this process in articles for this journal (Kiousis, 2002; McMillan, 2002a).

    McMillan writes ofperception in use (activity) and features (property).

    She quotes Rafaeli but seeks to move on from his single dimension

    approach (2002b: 272). McMillan proposes a four-part typology of cyber-interactivity (2002b: 272), with the component parts being: monologue,

    feedback, responsive dialogue and mutual discourse. These are qualitatively

    different types of communication, starting with monologue that refers to a

    sender talking at a receiver and moving through to mutual discourse that is

    Richards: Users, interactivity and generation

    533

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    5/21

    often described in dictionary definitions as interaction per se. McMillan

    took the four-part typology and the notions ofperception in use and

    features and applied them in fieldwork. She used students to analyse over

    100 health-related websites. The results had very low scorings of relevance

    that she put down to her researchers being young, healthy students (2002b:284). Yet there are many issues (AIDS for one) that affect young people.

    McMillans research did not deal with the content of the sites. The criteria

    used to analyse the websites were predominately functional, i.e. were there,

    or were there not, opportunities forperception in use (activity), and what

    features (properties) were available on each website. The article is highly

    significant because it takes the dual nature of interactivity seriously.

    However, McMillans quantitative approach reveals nothing of the

    positioning of the user in relation to the content. Furthermore, McMillanuses an isolation mode of categorization that results in sites appearing to be

    solely Mutual Discourse or solely Monologue or solely Feedback or

    Responsive (2002b: 276). Of course, in reality, it is extremely rare to find

    a site involving rich interactive possibilities that does not also have sections

    which command/direct the user if only to supply directions of use or in fact

    all four of the above. McMillan defines Rafaelis approach as in a single

    dimension (2002b: 272), however, his definition actually points towards

    multi-dimensional description because of its connection of change in

    content/context over time. This article argues that the user adds the

    additional dimensions in the activity of interactivity through the properties

    of interactivity enabled in the environment.

    Spiro Kiousis, in his article entitled Interactivity: a Concept Explication,

    attempts to place activity, property and perception of the user within the

    same analytical grid (2002). This approach is important because it reveals the

    analytical footprint of a wide variety of studies. As detailed below, it also

    shows what is notbeing analysed.

    Kiousis analysis also references Rafaelis work, but in a more detailedmanner. The generation of conversation is described by Kiousis as third-

    order dependency. In so doing, he acknowledges the importance of these

    processes. Kiousis also places the canon in a two dimensional grid. In his

    case the grid is horizontally labeled with intellectual perspective through

    communication and non-communication and in the vertical with object

    emphasized through technology, communication setting and perceiver. The

    outcome of this mapping exercise is highly significant. The vast majority of

    investigations do indeed fit into this grid but very few of them appear inmore than one quadrant. Kiousis response is to argue for a meta-definition

    of interactivity that incorporates all the above criteria and requires the

    application of a range of methodologies to extract different data from

    specific sites of interactivity that can then be fed back into the grid. Thus,

    New Media & Society8(4)

    534

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    6/21

    Kiousis seeks a way of amalgamating otherwise disparate approaches, but, far

    more importantly, shows clearly where the gaps are in the research. For

    example, although he acknowledges that there has been a move towards

    researching the significance of interactivity for, and of the user, Kiousis does

    not incorporate the significance of content for the user within his schema.The concentration solely on the usersperception of the interactivity itself

    ignores the motivation for being with the package in the first place (cf.

    McMillans research above).4 The mode of interactivity provides the context

    of the relationship between the user/s and the content. It is not an end in

    itself. It is a contextualizing facility. A further problem with Kiosis approach

    is that interactivity is again reduced to the act of communication alone and

    in fact, as Kiousis puts it, to: . . . technological simulation of interpersonal

    communication (2002: 373). This reductive approach results in theadmission that: Therefore, a conversation over the phone is interactive,

    while a dialogue in person is not (2002: 373). Although Kiousis does

    qualify this surprising result by saying that it is valid for his study and not

    others, there are several anomalies here. There are properties and activities at

    work that result in content being created in a social environment through

    interactivity, be it in person or via other technologies. This is not included

    in Kiousis grid. A further problem with this reduction is that it delimits the

    number of communication media that can be described as interactive. Most

    significantly, Kiousis attempt at producing a meta-definition is immediately

    undermined by such qualifications.

    Whereas McMillan can be criticized for not inter-relating activity and

    property even as she acknowledges their existence and Kiousis can be

    criticized for his reductionism, they both manage to write extensively on

    interactivity without incorporating the motivations of the user with regard

    to content. This results in analysis of screen-based interaction in terms of

    users perception of interactivity isolated from content. The emphasis has

    been on the act not the outcomes; the pleasure or pain of the activity of theinteractivity and not the motives/needs of the user; on interactivity as a

    thing in itself and not as a contextualizing facility that mediates between

    environments and content and users and enables generation.

    Practitioners, by comparison, have to be concerned with the positions of

    the user in relation to the content, their motivations within specific types of

    media environments and always with regards to the dynamic of generation

    through the engagement with concepts that can be politically challenging,

    intellectually or emotionally stimulating or simply raising consciousnessabout a product. However, it is also the case that practitioners have often

    considered the activity of interactivity in mechanical terms, i.e. basic

    usability/task completion (Neilsen, 2002). It is now time for both academics

    and practitioners to address the positioning of the user.

    Richards: Users, interactivity and generation

    535

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    7/21

    POSITIONING

    Interactivity facilitates and is an outcome of person/technology/world to

    person/technology/world contact. It is what we do and what we are

    subjected to as people. A component part of these processes is positioning.

    We as humans are constantly both positioning and positioned. Here I amdrawing on the work of Bourdieu (1993) and Thompson (1995). Bourdieu

    extensively analysed the development of culture with specific references to

    writers in 19th-century France. He uses the notion of the field in which

    such production occurs. Writers as producers and audience as consumers

    occupy different positions within fields within fields dependent upon class,

    economic opportunity, and affiliation. These fields are dynamic in

    themselves and the relations between them are also dynamic. For Bourdieu,

    this dynamism is also within the agents who occupy these fields. A

    particular writer can occupy one social position, have a complementary or

    antagonistic disposition and take a further conflicting or supporting position

    for a given situation. The power of the term position here is that it can be

    used to express social role, mental framework and implementation of ideas,

    all of which carry different modes of expression. Bourdieus focus is on the

    producers of culture with little reference made to the consumers of culture,

    a point made by Nick Couldry in his Media@LSE working paper (2003).

    Bourdieu does, however, offer tantalizing glimpses into the possibilities of

    position for the audience, writing both of the space of production (1993:45) and the space of consumption (1993: 45). However, Bourdieu raised

    this relationship to illustrate a homology between: positions occupied in the

    space of production, with the correlative position-takings, and positions in

    the space of consumption, that is, . . . [for example] in the field of power,

    opposition between the dominant and dominated fractions (1993: 45). This

    modernist approach is reliable in the sense that culture was something

    presented to most people as material for consumption, that the audience was

    subjected to and by culture. In the digital/interactive age, there are

    possibilities for new forms of positioning with regards to culture where the

    use of the term consumer without qualification is inadequate. As

    mentioned above, the starting point of this article is to analyse the position

    of the user in relation to the generation of content. Swingewood implies

    the need for this addition in his critique of Bourdieu:

    the instrumental nature of action in Bourdieus cultural theory is related to hisfailure to develop a theory of interaction within a structural context, to addressthe issue of the making of culture through dialogue and communication by

    those participants who commit themselves through a reflexive consciousness ofculture . . . (1998: 180)

    This is an additional position to those put forward by Bourdieu: a position

    of a consumer/user as a producer of culture. User production is the term

    New Media & Society8(4)

    536

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    8/21

    coined here to describe these possibilities. User production becomes

    possible when the user is positioned/can position themselves in a proactive

    role with regards to culture and the creation of content. It is important to

    remember here that both interactivity and user production can occur outside

    ofscreen-based media (SBM). Thompsons analysis of media consumptionin the late 20th century does not reference SBM apart from in one footnote

    (Thompson, 1995: fn 3, p. 278), but does examine the concept of what he

    calls quasi-interaction (1995: 12). This approach treats seriously the

    assertion that there need be no simple encode/decode process in media

    consumption. Thompson argues that deferred interaction is possible as the

    viewer uses and re-interprets broadcast output. Fiske examined this issue

    from the perspective of the inter-relations of texts i.e., intertextuality: The

    theory of intertextuality proposes that any one text is necessarily read in

    relationship to others and that a range of textual knowledges is brought to

    bear upon it (1987: 108). A viewer (and now user) may simply incorporate

    the overt meaning of specific cultural artifact. Conversely their response

    need bear little or no relation to the rationale proposed by the producer/

    director/designer of the material. A user presented with a position by an

    artifact with no opportunities for generation through theirterms of reference

    may in fact adopt a counter position and reject the thing out of hand or

    repurpose the text/package. These approaches give credit to the users ability

    to take an artifact and transform it by incorporating it within their cognitivemap. A cognitive map, as expressed by Bourdieu (1993), contains many

    different positions. We phase from consumer to processor to generator of

    goods, money, social relations and information. Furthermore, we are situated

    in fields/matrices of power, technology and culture, each of which effects

    how we receive, and to what extent we can transmit into interactive

    environments. That is why the concept of interactivity is such a challenge:

    to move beyond a simple behavioral/communication definition two-way

    flow (see McMillan, 2002a: 174) is to be confronted by the requirement to

    research to what extent generation of content occurs and how this

    generation is facilitated by the package, in the package, and through the

    package. What is happening here is that a user is being positioned into

    differing relationships with content. An analysis of interactivity that does not

    take all these realities of positioning on board becomes a sterile exercise.

    METHODOLOGY

    Succession mapping

    In order to analyse the variety of matrices in which we are positioned/position ourselves and the variety of opportunities/lack of opportunities for

    generative experiences, we must use a method of mapping that can chart

    the corresponding varieties of generation that we are subject to/take control

    of. This approach moves the analysis of interactive packages on from the

    Richards: Users, interactivity and generation

    537

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    9/21

    search for isolated moments to the placement of such moments in context.

    There is a need to develop methods of analysis that relate to both activity

    and properties of interactivity: a new mapping methodology.

    Succession mapping acknowledges that any present method of generation

    contains within it aspects of previous states. Bourdieu wrote of thisapproach:

    Because the whole series of pertinent changes is present, practically, in thelatest (just as the six figures already dialed on the telephone are present in theseventh), a work or an aesthetic movement is irreducible to any other situatedin the series. (1993: 60)

    Works or packages can contain successive levels of sophistication, each of

    which is different in quality from those that came before, precisely becausethey build upon the previous modes. The latest mode brings the other

    modes along within. Qualitatively different modes can offer different

    positions for the user to take in relation to the generation of content.

    Critique of applications of succession mapping

    There have been a number of attempts to utilize a form of succession

    mapping within the digital domain. The three applications critiqued below

    operate at different analytical levels and fail for different reasons.

    Bolter and Grusins exposition Remediation (Bolter and Grusin, 2001) is anattempt to apply aspects of succession mapping from old media to new

    media. Although this has merit as an analytical rationale the result is a

    compartmentalization of the aspects of new media. Here, the use of

    succession mapping is applied to individual media modes only, not to the

    reality of convergence in media and divergence in production possibilities.

    Bolter and Grusin reinforce this finding by their inclusion of a short chapter

    entitled Convergence that offers: Convergence is the mutual remediation

    of at least three important technologies telephone, television and

    computer . . . (2001: 224). However, only television appears in the book as

    a medium to be remediated. What is needed is a methodology of inclusion

    rather than separation.

    By comparison, Jesse Garretts examination of the concept ofuser

    experience does attempt to apply the notion of successive planes of

    production processes, i.e. Strategy, Scope, Structure, Skeleton, Surface: with

    each plane dependent on the plane below (Garrett, 2002: 25). However,

    Garrett undermines this inter-dependency by arguing for a strategy: . . . to

    have work on each plane finish before work on the next can finish (2002:27). There is some acknowledgment of succession in Garrets approach but

    only in articulating the various stages (planes) of the production process.

    This succession is local and discrete at each stage, rather than a matter of

    incorporation of that which came before. In reality, as any production team

    New Media & Society8(4)

    538

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    10/21

    knows, a strategy may need to be revised due to events at any stage of a

    project. It is the generation of content and the processes of use enabled by

    all planes that should be the focus of investigation. That is what user

    experience should be about.

    More recently, John Newhagen has sought to apply a form of successiondirectly to the concept of interactivity (Newhagen, 2004). Newhagen inter-

    relates semiotic analysis and symbol processing in an attempt to site content

    generation within the user at the level of cognition. For Newhagen such

    content generation occurs when there is a mismatch between the mental

    state of the user and the presentation of new material through some form

    of interface. He draws on the work of Allen Newell (Newell, 1990) and his

    time scale of human action (Newhagen, 2004: 400): [Newells] time-based

    model describes how discrete iterative processes at one cognitive level build

    on the output level just below it and go on to deliver up qualitatively

    unique content to the level above (Newhagen, 2004: 4001).

    This is succession at the level of cognition. Newhagen terms this as

    holistic aggregation where symbols holistically emerge at the next level

    (Newhagen, 2004: 401). For Newhagen, Interactivity . . . is an information-

    based process that takes place within the individual (2004: 397, emphasis

    added). Newhagens definition seems to resonate with the phenomenon of

    intertextuality examined below. However, the fundamental difference here

    is its ideology of individualism. The logical outcome of this approach is thatthe context for interactivity does not exist outside of mental processes and

    thus has no origin/site in the external world. Intertextuality describes the

    incorporation or contestation of social phenomena by agents in society and

    that interaction can precipitate further interactions out in the social arena.

    Newhagen should be praised for highlighting generative processes made

    possible by interactivity. However, he should be criticized for reducing the

    scope of operation to ideas formed by mental processes alone.

    This article takes a different approach to the concept of succession. The

    user can be positioned with regards to the generation of content through

    the utilization of three qualitatively different modes of interactivity, each of

    which succeeds, as in incorporates, the former. These modes are:

    consumer, processor and generator interactivity. The following section

    explores these modes.

    MODES OF INTERACTIVITY AS ACTIVITIES

    By combining the concepts ofpositioning and succession mapping

    together, the aim is to provide tangible methods of analysis of therelationships within interactivity. The focus is on screen-based interactivity.

    However, there are implications here for the analysis of face-to-face

    interactivity. A number of academics have wrestled with the notion, in some

    cases denying it (see Kiousis above) and some cases foregrounding it (see

    Richards: Users, interactivity and generation

    539

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    11/21

    McMillan and Rafaeli above). The observations on the implications for face-

    to-face interactivity included in each of the following three sections indicate

    some directions for further research in this area.

    Consumer interactivityHere, the term consumer is being used in the sense of being positioned/

    positioning oneself in society, not just in the sense of an agent performing

    specific tasks. Media position us by our job specification, by our relations,

    friends and acquaintances often into a reception mode. Content is

    prescribed and although there can be multiple readings, even by the same

    person at different times in their life, crucially they cannot change that

    content. However, it is inadequate to define this as simply a passive

    audience/user position. As mentioned above, it is possible to react, act andinteract with this unchanging content by taking its stimulus into other

    domains. This intertextuality will incorporate the referencing of codes and

    conventions and will unfold, as the product is viewed/listened to. The

    recognition by the reader of these attributes can evoke a feeling of

    identification with the scenarios, of being spoken to, and extreme cases of

    fandom, of a feeling of being in a one-to-one relationship with the content,

    and/or the author/s (Jenkins, 2002: 157). It is a matter of specific research

    to determine what roles the content of a product is playing in the life of the

    reader/user and how they are being positioned in relation to it. Alienation is

    as much a possible outcome as illumination or exultation if the content

    speaks another social or conceptual language. Furthermore, it is possible to

    reject being positioned as passive and contest the content, whether it is

    feminist graffiti over billboards, or Napster, or reappropriation of television

    culture (Fiske, 1987). In each case, the content is prescribed but the context

    for that content is contested or re-configured orpostscribed (Thompson,

    1995). The user production achieved here is a reactive form. We draw

    strength from the culture around us. This can be highly important insupporting cultural identity in the face of oppression. However, the user

    production here is outside of the content/context: it is quasi-interaction

    (Thompson, 1995: 12) but nonetheless powerful in that ideas can be

    extracted from content and used to generate reaction outside a domain.

    Succession mapping can chart the relationships between the content and its

    acceptance/contestation in and through the user out into the social arena.

    When applying the consumer mode of interactivity to face-to-face

    communication there are occasions when a didactic form of communicationis taking place. Again the user is in reception mode or at least is being

    positioned by the other in this mode. As with the mediated types described

    above, there are opportunities to accept, repurpose or deny the messages

    from the other.

    New Media & Society8(4)

    540

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    12/21

    Processor interactivity (incorporating consumer

    interactivity)

    Here the user occupies the same environment as in consumer interactivity,

    but with additional components that allow them to position themselves in

    order to take up opportunities to contribute. The point being thatsomething must be processed. However, the context for this authorship is

    pre-determined, be it sending an email for further information on a product

    or taking part in a phone-in or writing a report. In face-to-face

    communication the contributions may be observations, notes for

    clarification, or responses, but only in terms of the reference points

    presented. Succession mapping draws out two expressions of positioning

    here, that is: 1) the same person can shift from a receiver to a transmitter of

    information; and 2) the user has access to further responses from others/

    systems in an arena/network of circulation. Here the present provides the

    context for future communications. Compared with consumer interactivity,

    there are opportunities to contribute back into a domain. However, the

    context for this contribution is prescribed, as is the content itself. The user

    production here is in terms of additions to a database, the sending of an

    order, or the response to a request to vote on a burning issue of the day.

    Processing usually means the user providing aspects of their profile back into

    a commercial environment, although the same processes can occur in other

    domains. In face-to-face communication the support, or otherwise, for agiven message is in its own terms: the others terms of reference. This

    analysis challenges Rafaeli in that a conversation can refer back onto that

    which came before, but the generation of ideas can be limited to the quality

    of the original notion. The user is positioned to be involved in the process

    as a subordinate.

    Generator interactivity (incorporating consumer and

    processor interactivity)

    Here the user is positioned into places and spaces where they can author the

    content and/or the context of the environment. Users are, of course, subject

    to a variety of infrastructural constraints in the same arenas/networks as

    above, but they are able to provide others with content. Photographs can be

    uploaded onto an iPhoto site. Websites can be created that require an email

    response. A new thread is begun on a discussion board. Or an application is

    created that enables further interactive involvement, the pinnacle of which

    would be to facilitate the creation of new application/s. There is a shift in

    how the component parts of the system are made available. Instead of end-on and opaque, the production processes are visible and available to the user

    as generator. That which is produced moves into the future offering

    opportunities forprogeneration. Succession mapping illuminates two

    different orders of positioning: 1) an application can be produced by a

    Richards: Users, interactivity and generation

    541

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    13/21

    generator that enables the positioning of others in the role of consumer or

    processor; and 2) an application can be produced by a generator that utilizes

    consumer or processor resources that positions others in the role of

    generator. It is not clear what the future will be for such generative

    material. These new applications join the line of applications that were oncefor professional use only and are now freely available on computer desktops,

    for example: word processors, image manipulators, video editors, etc.

    In face-to-face communication Rafaelis referencing back and McMillans

    mutual discourse are in full form here. Ideas, terms of reference, alternatives,

    and pointers forward can be made by either partner in the communication.

    Of course, in a given face-to-face communication sequence there can be a

    succession through the three modes. The users position in relation to the

    generation of content can succeed and for that matter recede. The specific

    outcomes of different positionings are a matter for further research.

    This analysis of succession across positionings of users in relation to

    content provides a schema that can be applied to interactive packages to

    determine the range of activities on offer. Analysing the range of properties

    contained within such interactive packages can illuminate the other half of

    the story.

    MODES OF PRODUCTION OF THE PROPERTIES OF

    INTERACTIVITYThere is a need to start with the initial production processes in order to

    analyse how the dynamics of interactivity are facilitated.5 There are a

    number of modes of production each enabling specific properties under the

    consumer, processor and generator modes of interactivity, each of which

    results in specific types of positioning of the user in relation to the

    generation of content. It is possible to examine both how the properties of

    interactivity are constructed in the package and in what ways the package

    facilitates generation of content either inside or outside of the package.

    Consumer-focused production for interactivity

    Linear production Immediately, from a production perspective, the phrase

    linear production is contradictory. Every editor knows that a linear package

    is the result of a variety of non-linear operations. The creative processes in

    developing the original ideas involve the intermingling of content and form.

    This process cannot be linear because any change in a particular part of the

    concept/structure will effect the before and after of the package. Material isgathered and assembled out of order due to logistical and project

    management constraints. Off-line edits are created which prove the concept

    but may not make it to the final cut. The processes of consumption are also

    not linear. The consumer is subject to a variety of promos, crits, ads,

    New Media & Society8(4)

    542

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    14/21

    previews, prequels, all of which inform/undermine the viewing of the

    package as a linear thing in itself (Marshall, 2002: 768). These systems of

    pre-figuring and prescribing help define the way the subsequent linear

    package is interpreted. This can be described as corporate intertextuality.

    Non-linear production One critique that is applied to interactivity per se

    is that it dupes users into believing that they have choice and control

    (Butterick, 1996). A non-extensible CD-ROM can be described in a two-

    dimensional flowchart. A website or a CD-ROM or a DVD can purport to

    be interactive but this interactivity is an editing facility of the simplest kind,

    i.e. a user edits/generates a path through existing content. In fact as a

    flowchart indicates, websites, CDs or DVDs are often multi-linear rather

    than non-linear in construction. This is a phenomenon coined as ergodic

    by Espen J. Aarseth with respect to non-linearfiction: from a readers

    perspective all stories are linear [in experience] (summarized in Peacock,

    2000: 24).

    The content itself contains neither the possibility of processing through

    data entry systems, nor generation. In fact, processing occurs before

    authoring in terms of marketing and product testing and the only

    generation occurs in the resultant production process of the CD. A vision of

    a million corporate websites/CD-ROMs comes to mind. Alpha leads to beta

    leads to gold.

    Processor production for interactivity

    Filter production With filter production the linear/non-linear offer is

    complexified through the inclusion of search engines, reference numbers

    and a variety of means of user response that enables the material in the

    package to be influenced or purchased. It is also often the case that the offer

    is so great that the only way of accessing the correct bit of it is through

    some form offiltering system. In this mode the user does the filtering

    through overt intervention. However, the opportunities to process the

    available information and engage with the package are prescribed. The filter

    may be used specifically as part of the engagement with the package as a

    means of providing access to restricted areas. Abbey Road Interactive have

    used this approach by requiring owners of a Marillion CD to provide their

    profile on a website before receiving a password to unlock hidden elements

    on the CD.

    The initial production process involves a mix of linear and non-linearoperations. The aim should be to move a user through a linear offer then

    close for a sale or an active response. However, at the same time, a

    multiplicity of opportunities can only be offered through a non-linear

    access system. The development of the database containing the content

    Richards: Users, interactivity and generation

    543

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    15/21

    (linear resource) and the access system (non-linear delivery) needs to be

    examined in great detail so that the scale of the resource can be efficiently

    used. The accruing of content for the database is an ongoing process that

    is linear in the sense that it is additive: just another record. Indeed, it may

    be the users themselves, as in the case of the Marillion CD, who fill thedatabase with records. The processing continues beyond the initial

    construction of the package.

    Adaptive production

    The principle of adaptive production requires the user to input a profile of

    themselves or an array of information. Software agents then use this profile

    to process/filter the available offer of the package in advance of its display to

    the user. The generative capability of the package is pre-coded in at the

    initial production phase. Adaptive programming enables the resulting code

    objects to be self-referential and learn the behaviour of the user as they

    develop a relationship with the package. The common use of this form of

    system is in electronic programme guides (EPG) for television. These EPGs

    accept/learn the users profile and then pre-choose a selection of television

    programmes in attempts to match the predilections of the user. A final

    selection/filtering/processing is then made by the user. This process gives

    the impression of intelligence at work, a slave taking the pain of choice

    away from the user. Normans notion of information appliances falls intothis category: invisible computers automatically deliver rich content to a

    user (Norman, 1999). While the result can be usable information/goods/

    services, and the user may feel that they have control over the offer, they are

    positioned as remote from the intelligence in the system. When artificial

    intelligence (AI) is referenced with regard to the digital it is usually from an

    adaptive programming perspective. Although the generative processes that

    occur are of a far more sophisticated nature than in filter production they

    are just as opaque to the user. Surely AI could and should be used to offer

    more generative options to the user and not less?

    ASP (application service provision) production This form of production

    relocates the administrative processes of a company through the safety of

    an internet connection to a remote server. The selling point for this

    approach is that a company can buy a complete service that can be

    modified and enhanced by the providing company, thus avoiding on-site

    maintenance. The content is supplied solely by the purchasing company as

    they utilize the framework supplied by the ASP. The production processuses the same architectures as filter production. However, in this instance it

    is the purchasers of the package who determine the modes of filtering to

    be applied. This, of course, involves some generation of new apps or mini-

    apps as time goes by, but significantly the control of the generation of new

    New Media & Society8(4)

    544

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    16/21

    capabilities lies with the ASP Company. Indeed, that is what they are

    being paid for. ASPs at least point to the opportunities possible for

    company-centred creation of packages that generate new facilities under

    their own auspices.

    Generator production for interactivity

    Standard application use As mentioned above, there are a number of

    professional packages that are now freely available either on or off-line that

    enable the user to generate new content. The simplicity (subject sometimes

    to extensive learning curves) of these packages belies both their capabilities

    and the cultural significance of them. A word processing package can be

    written off as a simple extension of a typewriter but an image

    manipulation or video-editing package cannot be so easily assigned

    antecedents. These applications are so ubiquitous that their power is ignored

    in favour of looking for two-way interactive expressions.

    End-user computing End-user computing is the first manifestation of on-

    screen user production of additional facilities within a package. It has a

    specific origin and mode of operation. As documented by Nardi (1992) and

    more recently Mahmood (2002), the focus of end-user computing is that of

    providing solutions through computer programming to increase efficiencywithin an organization. The generation that occurs is by either primary or

    secondary raw coding of new routines, for example in C+, or through the

    redesign of a formula in a spreadsheet. Although the user can extend the

    capabilities of the application at hand the resultant mini-application is not

    free standing. The mini-apps power comes from a redeployment of the main

    applications capabilities. Still, as a presage of what is to come in user

    production, end-user computing is highly significant.

    Generator production This mode of production is about the development

    of a facility that is a mode of production in itself. It is the resultant

    generation of new content, facilities and applications that stops this

    definition from being a tautology. This is production by generatorsnot

    simply usersand it is generators in the form of packages that are being

    utilized. The original producers of the package have to be concerned with

    the subsequent opportunities for production offered to the users of the

    package. Here the methods of further production are fore-grounded in the

    product. The initial production processes require the development of opensource, open architecture and open modular facilities that set up possibilities

    of further generation. Here the intelligence and generative capabilities in the

    system are freely available to the user/generator. This does not mean that it

    has to be complex. Creating a new thread in a discussion board is a process

    Richards: Users, interactivity and generation

    545

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    17/21

    both quick to code and to apply. The over-arching criterion for generator

    production is that the user/generator is positioned in relation to the package

    as a creator of content.

    The system within which such activity takes place need not be purely

    software-based. The Simputer concept is a PDA-style hand-held device thatis extensible both in open source software and hardware. The rationale of

    the Simputer is to produce a package that is deliberately not complex and

    aimed specifically at Indias poor: Bridging the Digital Divide as one splash

    screen states. Simputer software already available includes text-to-speech in a

    number of dialects with icon driven menus and hardware that includes the

    ability to connect with a wide variety of other hardware and the net. This

    relocation of the creative process to being imminent within the package and

    presented not as an opportunity to play with C+ but to liberate illiterateIndians is highly significant. Here, a single Simputer, allowing multiple

    smartcards to be inserted, can enable an entire community to access the

    internet for advice, information or communication. Thus there is a shift

    from the simple reproduction of a typewriter into a digital domain to

    responsive software and hardware that can be defined as liberating

    technology. Both are equally significant from a cultural perspective but they

    offer qualitatively different opportunities for the creation of content.

    CONCLUSION

    The aim of this article is to re-orientate the focus of research into the

    phenomenon of interactivity. As has been shown, academics have found a

    variety of ways to extract aspects of interactivity and then study them in

    isolation. This has occurred at the structural level of analysing interactivity,

    either as an activity or as a property. It has also occurred at an imminent

    level, where the perception of interactivity and/or the properties of

    interactivity are seen as ends in themselves. In one case this technique of

    isolation has reached the nth degree with the proposition that interactivityonly resides in the person. The proposals put forward in this article should

    be seen as a counterpoint to the plethora of contradictory studies of sub-

    components of interactivity and of interactivity as a thing in itself.

    The line of argument detailed in the article does not reject the

    significance of previous studies. The activity of interactivity and the properties

    of interactivity are both important but only in the context of the positioning

    of the user in relation to thegeneration of content. The aim of this

    formulation is to emphasize the interconnection of architectures that supportgeneration andthe users motivations for being in/with those moments of

    interactivity. This interconnection is dynamic and successive, requiring

    specific methods of analysis to assess the qualities of interactivity on offer to

    the user. Succession mapping is proposed as a means to explore the inter-

    New Media & Society8(4)

    546

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    18/21

    relationships between qualitatively different modes of interactivity. Succession

    mapping as a tool for analysis is not new. The above critiques of previous

    attempts to use succession mapping (without naming the term) show that, for

    a variety of reasons, academics have acknowledged succession mapping as a

    useful tool but have not followed through the significance of its application asa dynamic resource. Succession mapping can elucidate the inter-connections

    between users, content generation and modes of positioning across

    qualitatively different content delivery systems. Further research should test

    whether this approach has a utility across a range of applications.

    For researchers, consumer, processor and generator modes of interactivity

    offer ways in which to move beyond user experiences and communication

    models and towards more complex and integrated methods of analysis,

    including succession mapping and positioning.There should be further research regarding the proposals in this article

    and face-to-face encounters. From the examples given above, it would seem

    that the consumer, processor and generator modes of interactivity have

    currency away from the screen. However, these assertions only point to a

    synthesis between on and off-screen interactivity. Specific research is

    required to verify that synthesis.

    It should be remembered that people can position themselves and be

    positioned. Further research should be conducted into the forms of power

    that can be facilitated by the different modes of interactivity, of benefit, or

    of harm to users.6 In this regard, the notion ofuser production should be

    seen in the different senses of the phrase, i.e. that users can produce, can

    produce themselves and can be produced. In the latter case, opportunities

    for interaction may be being used to dupe rather than support users. Banner

    ads that present themselves as system dialogue boxes are a case in point.

    All these cases above indicate that there is plenty of work to be done in

    what this article asserts is a newly invigorated field of study: interactivity as

    a conceptualizing facility that mediates between environments and contentand users enabling generation. We need to expand out from the analysis of

    linear and discrete media effects to the notion of generation in user-

    produced environments. What will be the positions for users in relation to

    the generation of content?

    Notes1 Generation is used here specifically to emphasize the building up of content during

    interactivity. The word has other connotations, but, despite that, is the most apt wordfor the purpose, i.e. production by natural or artificial process (Concise English

    Dictionary, OUP, 1991). Generation is a word equally applicable to face-to-face or

    technologically mediated interactivity.

    2 A search of the following on-line dictionaries has produce no results forinteractivity

    or as is often used no match for interactivity:

    Richards: Users, interactivity and generation

    547

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    19/21

    (URLs consulted January 2003)

    Dictionary.com at: http://www.dictionary.com;

    Hyper Dictionary, The Exploding Dictionary at: http:/

    /www.hyperdictionary.com

    Oxford English Dictionary On-line at: http://www.oed.com/

    Websters Online Dictionary at: http://www.m-w.com

    3 Jennifer Stromer-Galley has recently proposed the analysis ofinteractivity-as-process

    and interactivity-as-product (Stromer-Galley, 2004: 393) as another way to describe

    the activity and the properties of interactivity. While activity and process occupy the

    same terrain, Stromer-Galleys use ofproduct over-emphasizes interactivity as an end-

    in-itself. See below for critique of this reduction.

    4 Erik P. Bucy has recently restated this focus on the perception of interactivity in a

    forum in the Information SocietyJournal (Bucy, 2004: 375). Bucys position is strongly

    critiqued by S. Shyam Sundar in the same forum, i.e. [T]he correlation between

    perceived interactivity and other self-reported variables is a reflection of the users inthe sample rather than the technologies they are asked to evaluate. Its simply self-

    fulfilling (Sundar, 2004: 388).

    On the other hand, Sundar argues that interactivity is an attribute of technology

    and not that of the user (Sundar, 2004: 385) and is thus guilty of the opposite

    reduction.

    5 The research for this article has encountered only one assessment of interactivity that

    includes the significance of the producers of that interactivity in its approach. Jerome

    Durlak (quoted in Mayer, 1998: 44) identifies hardware, software, tools and people as

    all being significant in the development of an interactive media system. However,

    Durlaks work focuses predominantly on arcane aspects of computing, e.g. Batch

    Processing and thus needs radically updating.

    6 This approach draws on the work of S. Shyam Sundar whose analysis of users

    perceptions of interactive features has indicated frustration, confusion and

    inefficiencies in retaining information (Sundar, 2004).

    ReferencesBenedikt, M. (1991) Cyberspace: First Steps. London: Massachusetts Institute of

    Technology Press.

    Bolter, J.D. and R. Grusin (2001) Remediation: Understanding New Media. London:Massachusetts Institute of Technology Press.

    Bourdieu, P. (1993) The Field of Cultural Production. Cambridge: Polity Press.

    Bucy, E.P. (2004) Interactivity in Society: Locating an Elusive Concept, The Information

    Society 20(5): 37383.

    Butterick, M. (1996) On Interactivity Information and Digital Design, Netscape

    Developers Conference, URL (consulted Sept. 2002): http://www.atomicvision.com/

    manifest/index.html

    Couldry, N. (2003) Media, Symbolic Power and the Limits of Bourdieus Field Theory,

    MEDIA@LSE Electronic Working Papers, No. 2. (consulted Sept. 2002): http:/

    /www.lse.ac.uk/collections/media@lse/mediaWorkingPapers/ewpNumber2.htm

    Fiske, J. (1987) Television Culture. London: Methuen.

    Garrett, J.J. (2002) The Elements of User Experience. New York: AIGA/New Riders.

    Jenkins, H. (2002) Interactive Audiences?, in D. Harries (ed.) The New Media Book, pp.

    15780. London: BFI Publishing.

    New Media & Society8(4)

    548

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    20/21

    Kiousis, S. (2002) Interactivity: A Concept Explication, New Media & Society 4(2):

    27191.

    Laurel, B. (1991) Computers as Theatre. Menlo Park: Addison-Wesley.

    McMillan, S. (2002a) Exploring Models of Interactivity from Multiple Research

    Traditions: Users, Documents and Systems, in L. Lievrouw and S. Livingstone (eds)

    The Handbook of New Media, pp. 16382. London: Sage.

    McMillan, S. (2002b) A Four-Part Model of Cyber-interactivity: Some Cyber-places are

    More Interactive Than Others, New Media & Society 4(2): 27191.

    Mahmood, M.A. (2002)Advanced Topics In End User Computing Volume 1, Advanced Topics

    in End User Computing Series. Hershey, PA: Idea Group Publishing.

    Marshall, P.D. (2002) The New Intertextual Commodity, in D. Harries (ed.) The New

    Media Book, pp. 6981. London: BFI Publishing.

    Mayer, P. (1998) Computer-Mediated Interactivity: A Socio-Semiotic Perspective,

    Convergence4(3): 4058.

    Nardi, B. (1992)A Small Matter of Programming: Perspectives on End User Computing.London: MIT Press.

    Neilsen, J. (2002) Writings on Usability, URL (consulted Jan. 2003): http:/

    /www.useit.com/

    Newell, A. (1990) Unified Theories of Cognition. Cambridge, MA: Harvard University

    Press.

    Newhagen, J.E. (2004) Interactivity, Dynamic Symbol Processing, and the Emergence

    of Content in Human Communication, The Information Society 20(5): 397402.

    Norman, D.A. (1999) The Invisible Computer: Why Good Products Can Fail, the Personal

    Computer is So Complex, and Information Appliances are the Solution. London: MIT

    Press.Peacock, A. (2000) Cooling Hot: Redundancy and Entropy in Critique of Interactivity,

    Convergence6(1): 228.

    Rafaeli, S. (1988) Interactivity: From New Media to Communication, in H. Hawkins,

    J. Wiemann and S. Pingree (eds)Advancing Communication Science: Merging Mass and

    Interpersonal Processes, pp. 11034. London: Sage.

    Richards, R. and M. Weaver (2001a) Adding a New Dimension to On-line Learning

    SupportThe Creation of a 3D Intranet Environment for MA Interactive

    Production in the Faculty of Media, Arts and Society,Journal of Media Practice1(3):

    15764, URL: http://www.user-production.co.uk/papers/webdesign.htm

    Roper, J. (1995) The Heart of Multimedia: Interactivity or Experience?, Convergence1(2): 235.

    Stromer-Galley, J. (2004) Interactivity-as-Product and Interactivity-as-Process, The

    Information Society 20(5): 3936.

    Sundar, S.S. (2004) Theorizing Interactivitys Effects, The Information Society 20(5):

    3859.

    Swingewood, A. (1998) Cultural Theory and the Problem of Modernity. London: Macmillan

    Press.

    Thompson, J.B. (1995) The Media and Modernity: A Social Theory of the Media .

    Cambridge: Polity Press.

    RUSSELL RICHARDS is Senior Lecturer in the Faculty of Media, Arts and Society at

    Southampton Solent University. Russell is a practicing digital artist working in installation, print,

    application and web production. His digital artwork includes: a virtual installation Memory is

    Made of This; a music generator installation

    Richards: Users, interactivity and generation

    549

    at MACKENZIE BIBLIOTECA on September 28, 2012nms.sagepub.comDownloaded from

    http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/http://nms.sagepub.com/
  • 7/29/2019 New Media Society 2006 Richards 531 50

    21/21

    DiskO; Covertor, a digital art creation application; and Nebula gascloud generator. Russell

    is a member of BAFTA, BIMA, Rhizome and New Media Caucus. He is a founder member of

    HIDRAZONE.COM

    Address: Southampton Solent University, East Park Terrace, Southamton SO14 0RF, UK.

    [email: [email protected]]

    New Media & Society8(4)