The Effective Interactivity on the Emotional Usability of Visual Medium
Focusing upon Viewer to Immerse and Interact by Putting Interactive Storytelling
This thesis refers to the proposal to find a new design pattern or interpretation in inter-active communication, usability and information architecture on the basis of storytelling structure and interface. This paper will tackle the relevance of the topic and will present the relevant literatures related, methodology, research questions, feasibility and time-scale, and the researcher’s own expertise on the topic.
Research Questions
The researcher proposes that there is a need to explore improved ways of communication among media devices. As a result, the researcher aims to examine characteristics of story telling and interfaces and what can they do to enhance interactivity that are not yet fully tapped by the media industry. Specifically, the researcher will try to answer the following queries:
Relevance of the Research
The research will be useful to improve the quality of visual media that it transforms an audience from a passive to an immersed one. Thus, messages intended to be decoded by the media are accomplished and communication problems of conveying the meaning of visual messages will be minimized. With this, media practitioners will be the primary benefactors in their search to align their services, mostly in advertising and profit-centered, to a huge national audience. Non-profit media practitioners, on the other hand, can also benefit the research to create a framework from which their public service, religious and other objectives could be easily understood by the population.
Audience of visual media can select from internet, television, mobile among others the most user-friendly so that their efforts to look for information can be done efficiently. This study will enlighten them on factors that can affect their reception of visual information for better decision-making. Lastly, the government, being the guardian for the greater good of the public, will extract principles about visual media that can guide them in making laws to restrict contents or promote them based on their meanings. Without the knowledge that will be presented in this paper, stakeholders will not have the tools towards the achievement of effective and efficient visual media.
Relevant Literatures
The limitation of the print media as a visual medium gave rise to a situation in United States that adversely affect its educational sector. According to one of the most respected educational researcher, reports about America’s public schools are based on inaccurate and misunderstood facts. In this case, how could the media report correctly if itself cannot select the accurate data and deliver it in precise manner. Thus, there would be a chain effect of wrong rumors. This was the exact case of the educational system of the country specifically the performance of math and science elementary students. In reality, the top 10% of American students scored almost the same grade in math against the average student in Singapore. With the intent to become the global leader, United States’ educational system could hinder its potential due to seemingly declining human capital. Although President Clinton had formulated actions to curb the trend, this scenario could have been prevented if only authorities have figured out early the misleading media reports about its educational system.
Context and text should be working together to attain, at least, partial understanding between a sender and receiver especially on on-line communications like chartrooms. The so called e-lore or partial jokes created in memory of 9/11 bombing is less personal in delivery unlike Princess Diana. Commentators and jokers resorted to the internet to convey their sympathy and humor due to the abruptness of the tragedy. However, limiting to the borders of the cyberspace provided a more distant discrepancy on meanings of the conversing sender and receiver. The sender has its implicit messages hidden between the words of text messages which the receiver fully or partially failed to take into consideration. A more disrupting fact is that even visual and auditory cues are not reliable to help the assessment of the message in the same way the sender wanted the receiver to think. E-lore of 9/11 was an example of folklore where context was not visible in the scene. To be able to prevent too much misconceptions on the jokes, chatters would try to belong themselves to a community of chatters that share the same context. Perhaps, they had the same education or were emotionally attached to the situation, like family of the victims and designers of World Trade Towers.
The impact of pornography in visual media is one of the most intriguing but widely consumed. As one feminist authors said, “staple to visual image is the sexualized female body.” Many argued that even in commercial use, women posing their jeans, lips with lipstick and jewelries, already signifies the entire body of women. This somehow leads to soft-core pornography which most discriminatory men would avail to peak to show superiority over the model’s body parts forming partial excitement. As a result, this lays the condition that leads to hard core and violent pornography. To make women puppets of man’s desire, pornography industry formulated several examples of this like “the “urination pornography” in which men urinate on women; “defecation pornography” in which men defecate on women; “torture pornography” in which women are burned, raped, and penetrated with bottles, animals, and vacuum cleaners; and “bondage pornography,” in which men learn how to tie a range of knots that can be used to restrain women or hang them from devices nailed into the ceiling.” Although concluded to dives a mechanism where violence could be produced, pornography is ironically gaining prominence especially with the introduction of the internet.
Methodology
This study is aimed to identify the factors that affect storytelling and interface performance for an effective visual media communication. The presentation is largely qualitative in nature with a inclusion of some numerical information. Books, digital reference and other academic materials are used to come up with the study. Gathered information will be filtered and analyze to arrive at a conclusion and ultimately to design an experimental interface design. Findings will be based on the data under the lists of contents presented. The study of the following areas will signal the factors that could create a framework where effective interactivity will result. Areas to be studied are the complementarities of letter and visual image, hypertext and hypermedia, understanding interface in multimedia, immersed in visual media through visual and storytelling, narrative techniques and finally interface design testing.
Feasibility and Time-Scale
The study proposed is feasible because there are available references that explain several information about the subject which is visual media. All the research will do is to conduct intensive research to come up with useful findings. The researcher is also tasked to analyze the findings he gathered on his research. This will serve as the fruit of his study where implications and testing will be emanated. Accordingly, the study needed a time frame of 2 weeks to cover relevant areas that can aid to accomplish the problem of the research. However, the testing of the experimental interface needs succeeding testing to evaluate its performance. In this case, another study could be done to reflect the effectiveness of the created interface that is assumed to be effective based on the executed study. After constructing chapter 1 (The Problem and its Background), 2 (review of Related Literature) and 3 (Methodology), after a week, the researcher will proceed to the data gathering probably for four days. On the other hand, the canalization process could take three days. The latter is relatively easy because of the four days exposure to the relevant data. Within this process, data presentation and conclusion and findings can be made.
Credit:ivythesis.typepad.com
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