Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks.
Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels:
One body of research has made a strong distinction between interaction and interactivity. As the suffix 'ity' is used to form nouns that denote a quality or condition, this body of research has defined interactivity as the 'quality or condition of interaction'. These researchers suggest that the distinction between interaction and interactivity is important since interaction may be present in any given setting, but the quality of the interaction varies from low and high.
On the other hand, human to computer communication is the way that people communicate with new media. According to Rada Roy, the "Human Computer interaction model might consists of 4 main components which consist of human, computer, task environment and machine environment. The two basic flows of information and control are assumed. The communication between people and computers; one must understand something about both and about the tasks which people perform with computers. A general model of human - computer interface emphasizes the flow of information and control at the human computer interface."
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 the driving that one can experience and "feel" how this car differs from others.
New Media academic Vincent Maher defines interactivity as "the relation constituted by a symbolic interface between its referential, objective functionality and the subject."
For 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).
An IBM study in the early 1980s found that productivity on a computer is highest when the graphical screen updates in one half second or faster; between one half second to three quarters of one second, productivity greatly decreases. In computer science, interactive refers to software which accepts and responds to input from people—for example, data or commands. Interactive software includes most popular programs, such as or spreadsheet applications. By comparison, noninteractive programs operate without human contact; examples of these include 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 .
Web page authors can integrate JavaScript coding to create interactive web pages. Sliders, date pickers, drag and dropping are just some of the many enhancements that can be provided.
Various authoring tools are available for creating various kinds of interactivities. Some common platforms for creating interactivities include Adobe XD, Figma and Sketch (software).
eLearning makes use of a concept called an interaction model. Using an interaction model, any person can create interactivities in a very short period of time. Some of the interaction models presented with authoring tools fall under various categories like games, puzzles, simulation tools, presentation tools, etc., which can be completely customized.
|
|