TCO 290 Multimedia
Dr. Susan Codone Spring 2003

 

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Types of Interactivity
adapted from: Sims, R. Interactivity: A Forgotten Art
Object Interactivity Object interactivity (proactive inquiry) refers to an application in which objects (buttons, people, things) are activated by using a mouse or other pointing device.
Linear Interactivity Linear interactivity (reactive pacing) refers to applications in which the user is able to move (forwards or backwards) through a predetermined linear sequence of instructional material. Often termed electronic page-turning, this class of interaction does not provide response-specific feedback to learner actions, but simply provides access to the next (or previous) display in a sequence.
Support Interactivity Support interactivity occurs when the user receives performance support, which may range from simple help messages to complex tutorial systems. The inclusion of support interactivity (reactive inquiry) in the classification extends the options of the developer to include both generalised and context-sensitive support.
Update Interactivity Update interactivity relates to individual application components or events in which a dialogue is initiated between the learner and computer-generated content. For this concept, the applications present or generate problems (either from a database or as a function of individual performance levels) to which the learner must respond; the analysis of the response results in computer-generated update or feedback.
Construct Interactivity The construct class of interactivity (proactive elaboration) is an extension to update interactivity, and requires the creation of an instructional environment in which the learner is required to manipulate component objects to achieve specific goals.
Reflective Interactivity Reflective interactivity records each response entered by users of the application and allows the current user to compare their response to that of other users as well as recognized "experts". In this way, learners can reflect on their response and make their own judgement as to its accuracy or correctness.
Simulation Interactivity Simulation interactivity (which ranges from reactive elaboration to mutual elaboration, depending on its complexity) extends the role of the learner to that of controller or operator, where individual selections determine the training sequence. For example, setting a range of switches to certain values to enable the functioning of a production plant, with the settings selected determining the presentation or update sequence. The simulation and construct interactivity levels are closely linked, and may require the learner to complete a specific sequence of tasks before a suitable update can be generated.
Hyperlinked Interactivity With hyperlinked interactivity (proactive navigation), the learner has access to a wealth of information, and may "travel" at will through that knowledge base. The provision of linked information can provide a means to present problems which are solved by correctly navigating through the "maze" of information.
Non-Immersive Contextual Interactivity This concept combines and extends the various interactive levels into a complete virtual training environment (mutual elaboration) in which the trainee is able to work in a meaningful, job-related context. Rather than taking a passive role in which they work through a series of content oriented sequences, they are transported into a microworld which models their existing work environment, and the tasks they undertake reflect those of the work experience. Non-Immersive Contextual interactions require significant effort in design strategy and work well with a rapid prototyping methodology.

 

 

 

 

 

 

 

 

Dr. Susan Codone, Assistant Professor Technical Communication
codone_s@mercer.edu